Armor Class 18 (natural armor)
Hit Points 150 (16d10 + 78)
Speed 40 ft., Fly 80 ft.
STR
20 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
5 (-3)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +3, CON +7, WIS +4, CHA +4
Skills Perception +7, Stealth +3
Damage Immunities Acid
Condition Immunities Petrified
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (2/day). If the wyvern fails a saving throw, it can choose to succeed instead. 

Mimicry. The wyvern can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Brittle Scales. Once the wyvern reaches 75 hitpoints or less, its AC drops to 16, but it no longer provokes attacks of opportunity while moving.

Actions

Multiattack. The wyvern makes three attacks: one with its Bite or Tail and two with its Claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16
(2d10 + 5) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) piercing damage and if the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the wyvern can't attack with its tail.

Acid Breath (Recharge 5–6). The wyvern exhales sticky, corrosive acid in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw. On failed save, a creature takes 31 (7d8) acid damage immediately and 18 (4d8) acid damage at the end of its next turn. On a successful save, a creature takes half as much of the initial damage and no damage at the end of its next turn.

Bonus Actions

Coalesce Shale (3/day). The wyvern magically coalesces a layer of gravel along its scales, granting itself 20 temporary hitpoints. While it has these hitpoints, it has resistance to bludgeoning, piercing, and slashing damage dealt by weapons that aren't adamantine. These hitpoints last for 1 minute. 

Legendary Actions

The wyvern can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The wyvern regains spent legendary actions at the start of its turn.

Claw. The wyvern makes a Claw attack.

Inflict Pain. A creature grappled on the wyvern's tail must make a DC 15 Constitution saving throw. On a failed save, the bladed tail causes the creature searing pain, and the target must subtract 1d6 from any attack roll or saving throw it makes until the start of the wyvern's next turn.

Wing Attack (Costs 2 actions). The wyvern beats its wings. Each creature within 10 feet of the wyvern must make a DC 15 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The wyvern can then fly up to half its flying speed.

Description

This creature is based off of the Young Gray Dragon from the Extended Monster Manual III.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the wyvern takes a lair action to cause one of the following effects; the wyvern can’t use the same effect two rounds in a row:

  • The wyvern chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the wyvern uses this lair action again or until the wyvern dies.
  • A tremor shakes the lair in a 60-foot radius around the wyvern. Each creature other than the wyvern on the ground in that area must succeed on a DC 15 Strength saving throw or be knocked prone.
  • The wyvern chooses a point it can see within 120 feet of it. A whirling cloud of gravel and stones appears in a 20-foot radius centered on that point. The cloud is heavily obscured. Creatures in the area when it appears must make a DC 15 Dexterity saving throw, taking 10 (2d10) piercing damage on a failed save, or half as much on a success. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/18/2022 5:53:46 PM
15
1
--
Coming Soon

Habitat: HillMountain

Joshman9000

Comments

Posts Quoted:
Reply
Clear All Quotes