Tiny Construct, Unaligned
Armor Class 13 Natural
Hit Points 14 (4d4 + 4)
Speed 30 ft., Fly 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
13 (+1)
INT
2 (-4)
WIS
6 (-2)
CHA
6 (-2)
Damage Vulnerabilities Lightning
Damage Immunities Psychic
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft, Passive Perception 10
Languages Understands its master but cannot speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Consume fuel: Over the course of a long rest, your wyvern may regain charges by consuming high quality charcoal. It regains 1d4+1 charges for each 1 GP of charcoal consumed. 

The maximum amount of charges the construct can hold is 10. If the charges drop to 0, the wyvern is out of fuel and becomes inanimate until it is recharged with 2 GP worth of fuel over a long rest.

Immutable Form: The clockwork wyvern is immune to any spell or effect that would alter its form.

Magic Resistance: The clockwork wyvern has advantage on saving throws against spells and other magic effects.

Actions

Mechanic Claw: Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6 + 2) Slashing damage.

Hot Stream: The clockwork wyvern exhales steam in a 10 foot cone. Each creature in that area must make a DC 13 Dexterity saving throw taking 7 (2d6) fire damage on a failed save or half as much damage on a successful one. This consumes 1 charge of fuel.

Tiny Breath: The clockwork wyvern exhales steam in a 15ft cone. Each creature in that area must make a DC 14 Dexterity saving throw, Taking 17 (5d6) fire damage on a fail save or half as uch damage on a successful save. This consumes 3 charges of fuel. 

 

Lair and Lair Actions

 

 

Alheimfleeteldor

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