Large Dragon, Unaligned
Armor Class 17 (natural armor)
Hit Points 110 (10d12 + 50)
Speed 20 ft., Fly 90 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +9
Skills Perception +6
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Frightful Presence. Each creature of the Wyvern's choice that is within 120 feet of the Wyvern and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Wyvern's Frightful Presence for the next 24 hours.

Firepower. The wyvern starts combat with Firepower 0, and needs to reach 10 in order to use its breath weapon. It gains 1 Firepower at the start of its turn if it took damage since the end of its last turn. It gains 2 Firepower for each successful melee attack. It can use 5 Firepower to end an active condition as an action. 

Actions

Multiattack. The wyvern uses its Frightful Presence, then makes two attacks: one with its bite and one with its claws. While flying, it can use its claws in place of one other attack. The wyvern has advantage on melee attacks against frightened creatures.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) slashing damage.

Breathe Weapon (Recharge Special). The wyvern makes a breath weapon attack depending upon their type.

Poison Breath. The wyvern exhales flammable poison gas in a 40 ft. cone. Each creature within the area must make a DC 15 Constitution saving throw, taking 15 (5d6) poison damage on a failed save, or half as much damage on a successful one. The gas lingers for 1d4 rounds, lightly obscuring the area. When a creature enters the area for the first time on a turn or starts its turn there must make a DC 15 Constitution saving throw, taking 15 (3d6) poison damage on a failed save, or half as much damage on a successful one. If any part of the gas is exposed to flame, such as a torch or a spell dealing fire damage, the entire cloud explodes. Any creatures inside the area of the cloud when it explodes must make a DC 15 Dexterity saving throw, taking 15 (5d6) fire damage on a failed save, or half as much damage on a successful one.

Fire Breath. The wyvern exhales fire in a 50-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 20 (5d8) fire damage on a failed save, or half as much damage on a successful one.

Lightning Breath. The wyvern exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 30 (6d10) lightning damage on a failed save, or half as much damage on a successful one.

Description

Closer cousins to true dragons, wyverns have two scaly legs, leathery wings, and a sinewy tail, but rather than a poison stinger, these wyverns have gained the use of a breath weapon. 

The most common breath weapon amongst Caliburn Wyverns is poison, as their ancestors already had the ability to make poison in their bodies.

The next most common is fire breath, as some wyverns became capable of igniting their poison breath as it left their maw.

The rarest is lightning breath, as these wyverns are the furthest removed from their lesser cousins.

Caliburn Wyverns are immune to the type of damage their breath weapon deals. 

Habitat: HillMountain

Alwin74

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