Air Envelope. If it has at least 1 hit point, the wyvern can generate an air envelope around itself when in a vacuum. This air envelope can sustain the wyvern and one creature riding it indefinitely.
Flyby. The wyvern doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Invisibility Cloak (3/Day). The wyvern and one creature riding it (chosen by the wyvern) magically turn invisible. This effect lasts until the wyvern or a creature riding it attacks or casts a spell, or until the wyvern concentration ends (as if concentrating on a spell). Any equipment worn or carried by the invisible creatures is also invisible for the duration of the Invisibility Cloak.
Limited Telepathy. The wyvern can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Multiattack. The wyvern makes two attacks: one with its bite and one with its claw, or two with its radiant bolt.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Radiant Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d10 + 2) radiant damage.
Photonic Breath (Recharge 6). The wyvern exhales radiant energy in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.
Description
Cousins to the great dragons, astral wyverns live out in the vacuum of space.
Previous Versions
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