Legendary Resistance (4/Day).
If the wyvern fails a saving throw, it can choose to succeed instead.
Magic Resistance.
The wyvern has advantage on saving throws against spells and other magical effects.
Keen Senses.
The wyvern has advantage on Wisdom (Perception) checks that rely on sight or smell.
Psionic Barrier.
The wyvern has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Innate Spellcasting.
The wyvern’s spellcasting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components:
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At will: Mage Hand (telekinetic), Detect Magic, Minor Illusion, Mind Sliver, Mage Armor, Shield
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3/day each: Dispel Magic, Telekinesis, Wall of Force, Counterspell, Misty Step, Greater Invisibility
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2/day each: Arcane Eye, Synaptic Static, Dimension Door, Forcecage
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1/day each: Plane Shift (self only), Antimagic Field, Time Stop, Psychic Scream, Prismatic Spray
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Custom Spells:
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Amethyst Shardstorm (1/day). The wyvern conjures a storm of razor-sharp amethyst shards in a 40-foot radius centered on itself. Each creature in the area must make a DC 26 Dexterity saving throw, taking 70 (20d6) force damage on a failed save or half as much on a successful one. The area becomes difficult terrain for 1 minute.
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Mind Fracture (2/day). The wyvern targets a creature within 80 feet, shattering its mental defenses. The target must make a DC 26 Intelligence saving throw, taking 55 (12d8) psychic damage and becoming stunned for 1 minute on a failed save. The target can repeat the save at the end of each of its turns.
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Astral Rend (Recharge 5-6). The wyvern tears a rift in reality, sending a wave of spatial distortion in a 80-foot cone. Each creature in the area must make a DC 26 Constitution saving throw, taking 84 (24d6) force damage on a failed save and being teleported to a random unoccupied space within 40 feet. On a success, the creature takes half damage and is not teleported.
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Void Singularity (1/day). The wyvern conjures a miniature black hole at a point it can see within 100 feet. Each creature in a 30-foot radius must make a DC 26 Strength saving throw or be pulled 20 feet toward the center and take 66 (12d10) force damage. The black hole remains for 1 minute, creating an area of extreme gravity that halves movement speed.
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Prismatic Pulse (2/day). The wyvern releases a burst of multicolored arcane energy in a 60-foot sphere centered on itself. Each creature in the area must make a DC 26 Wisdom saving throw, taking 72 (16d8) radiant damage on a failed save and becoming blinded for 1 minute. On a success, they take half damage and are not blinded.
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Multiattack.
The wyvern makes four attacks: one with its bite, two with its claws, and one with its tail.
Bite. Melee Weapon Attack: +22 to hit, reach 20 ft., one creature.
Hit: 40 (6d10 + 13) piercing damage.
Claws. Melee Weapon Attack: +22 to hit, reach 15 ft., one target.
Hit: 35 (6d8 + 13) slashing damage.
Tail. Melee Weapon Attack: +22 to hit, reach 25 ft., one creature.
Hit: 30 (5d6 + 13) force damage. The target must make a DC 26 Strength saving throw or be knocked prone.
Psionic Blast (Recharge 5-6).
The wyvern unleashes a mental wave in a 80-foot cone. Each creature in the area must make a DC 26 Intelligence saving throw, taking 99 (30d6) psychic damage on a failed save, or half as much damage on a successful one.
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.
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Wing Attack (Costs 2 Actions). The wyvern beats its wings. Each creature within 20 feet must make a DC 26 Dexterity saving throw, taking 40 (6d8 + 13) bludgeoning damage on a failed save and be knocked prone. The wyvern can then fly up to half its flying speed.
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Tail Swipe. Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Hit: 40 (6d10 + 13) force damage.
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Amethyst Breath (Costs 3 Actions). The wyvern exhales a shimmering violet energy wave in a 80-foot cone. Each creature in the area must make a DC 26 Dexterity saving throw, taking 112 (32d6) force damage on a failed save, or half as much on a success.
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