Damage Threshold. The armored red wyvern has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, which is fifteen (15). In such case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn’t reduce the armored red wyvern’s hit points.
Multiattack. The armored red wyvern uses it's fire breath, if charged, and then makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
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.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. 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.
Fire Breath (Recharge 5–6). The armored red wyvern exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
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. Armored red wyverns, first discovered on the moon of Coliar, are a form of wyvern that has a thick, deep red, armor-like hide and fire breath, making the beast far more dangerous than a regular wyvern.
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