Devil's Sight. Magical darkness doesn't impede the wyvern's darkvision.
Multiattack. The wyvern 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: +3 to hit, reach 5 ft., one creature. Hit: 4 (2d4 - 1) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Stinger. Ranged Weapon Attack: +5 to hit, reach 60/240 ft., one creature. Hit: 8 (2d4 + 3) piercing damage. The target must make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
Fire Breath (Recharge d8: 8). The wyvern exhales light blue fire in a 45-foot line. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Further more, this fire ignores resistance.
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.
This type was made by Bene for military purposes. Speed and damage was prioritized over armor and durability. They are one of the fastest creatures.
They imprint on the first person they see after their birth and will serve and protect that person for ever (unless they become evil).
The next noticeable difference is that these wyvern don't lake ranged options. Their Stinger can shoot small needle like spikes. Their venom was also changed so it makes the enemy fall asleep. Also they gained a weaker breath weapon attack.







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