Multiattack: The wyvern can make two attacks: one with its bite and one with its stinger.
Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Stinger: Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Wing Attack (Costs 2 Actions): The wyvern beats its wings. Each creature within 10 feet of the wyvern must succeed on a DC 17 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The wyvern can then fly up to half its flying speed.
The wyvern can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
Detect Enemy: The wyvern makes a Wisdom (Perception) check to hunt for hidden enemies.
Tail Attack: The wyvern makes a tail attack.
Wing Attack (Costs 2 Actions): The wyvern beats its wings. Each creature within 10 feet of the wyvern must succeed on a DC 17 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The wyvern can then fly up to half its flying speed.
Description
Cousins to the great dragons, wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds.
When a wyvern lives long enough and establishes a lair in an area large enough to drive away other creatures, they become an Ancient Wyvern. To live this long, they are smarter, wiser and stronger than ordinary wyverns.
Equally feared and fascinating, they attract cultists, worshippers and minions keen to do their bidding.
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 ground shakes violently within 60 feet of the wyvern's lair. Each creature within that area must succeed on a DC 17 Dexterity saving throw or be knocked prone.
- The air currents within 60 feet of the wyvern's lair become turbulent, making ranged attacks impossible until the end of the wyvern's next turn.
- The wyvern flaps its wings, creating a deafening roar. Each creature within 60 feet of the wyvern's lair must succeed on a DC 17 Constitution saving throw or be deafened until the end of the wyvern's next turn.
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