Huge Monstrosity, Typically Chaotic Neutral
AC 17    Initiative −1 (9)
HP 300 (10d12 + 240)
Speed 45 ft., Fly 50 ft.
Mod Save
STR 20 +5 +16
DEX 24 +7 +7
CON 22 +6 +16
Mod Save
INT 14 +2 +2
WIS 16 +3 +9
CHA 3 −4 −4
Vulnerabilities Force
Resistances Acid, Cold, Fire, Lightning
Immunities Radiant
Senses Darkvision 120 ft. (unimpeded by magical darkness); Passive Perception 17
Languages Telepathy 120 ft.
CR 24 (XP 62,000; PB +7)
Traits

Corpse Feeder. If the Arkveld reduces a creature to 0 hit points it regains hit points equal to half of the damage dealt on the attack that killed the creature.

Fear Gorger. When a creature is Frightened by the Arkveld, the creature’s energy is sapped. The creature will take 8 (2d8) Psychic damage as well as gain a level of exhaustion for every turn it is frightened within 60 feet of the Arkveld. The Arkveld gains hit points equal to half of the damage taken by a frightened target, rounded down. On removal of the Frightened condition, all levels of exhaustion are removed from the creature. 

Chain Splitting. When the Arkveld Enrages, its two chains separate apart, granting it the ability to perform four Chainlash attacks on its multiattack, as well as the ability to perform its Energy Release attack. Each chain has the following stats: AC 16; 40 hit points; Vulnerability to Force damage, Resistance to cold, fire, lightning, and acid damage, Immunity to psychic damage. While having the chains active, the Arkveld adds 6 (2d6) Draconic damage to its Chainlash attacks. Upon a chain being reduced to 0 hit points, the Arkveld is stunned for 1 turn and loses the ability to perform 4 Chainlash attacks as a multiattack. 

Legendary Resistance (3/Day). If the Arkveld fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Arkveld uses its Frightful Presence. It then can perform two Chainlash attacks. Any one of the Chainlash attacks can be substituted with a Tail attack. 

Frightful Presence. Every creature that is within 600 feet of Arkveld must succeed on a DC 18 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 Arkveld’s Frightening Presence for the next 24 hours.

Chainlash. Melee Attack Roll: +10, reach 25 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Huge or smaller creature, it must make a DC-14 Strength or Dexterity saving throw, becoming Grappled by the chain and taking an extra 14 (4d6+2) Bludgeoning damage (Escape DC-19 Strength). When a target is grappled they cannot be targeted by a Chainlash attack. 

Tail. Melee Attack Roll: +13, reach 20 ft. Hit: 28 (3d12 + 10) Bludgeoning damage. The target must succeed a DC-18 Strength or Constitution saving throw or be knocked Prone.

Fissure. The Arkveld stabs two of itsits Chainlashes into the ground, causing a burst of dragon energy in a 20 foot cone centering at a point within 10 feet of the Arkveld. All creatures within the area of the cone must make a DC-17 Dexterity saving throw. On a failed save, the target takes 42 (5d12 + 12) Draconic damage and is knocked Prone. On a successful save the target takes half damage and is not knocked prone. The terrain within the area is turned into difficult terrain.

Energy Release. The Arkveld stabs every single one of its Chainlashes into the ground, causing the ground to shatter as an eruption of dragon energy bursts out in a 30 foot radius centering at a point within 25 feet of the Arkveld. All creatures within the area of the cone must make a DC-17 Dexterity saving throw. On a failed save, the target takes 42 (5d12 + 12) Draconic damage and is knocked Prone. On a successful save the target takes half damage and is not knocked prone. All area within the radius of the attack is turned into difficult terrain. 

Reactions

Unnerving Gaze. Trigger: A creature the Arkveld can see starts its turn within 25 feet of the Arkveld and can see it. Response—Wisdom Saving Throw: DC 18, the triggering creature. Failure: The target has the Frightened condition for one hour or until it is otherwise removed. Success: The target is immune to this Arkveld’s Unnerving Gaze for 24 hours. If a creature moves 60 feet away from the Arkveld then it loses the Frightened condition but it does not become immune to the Arkveld’s Unnerving Gaze.

Legendary Actions

The Arkveld can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Arkveld regains spent legendary actions at the start of its turn.

Reposition. The Arkveld moves up to half of its movement speed without provoking opportunity attacks.

Tail Attack. The Arkveld makes a tail attack.

Lash Drain (Costs 2 Actions). The Arkveld absorbs the energy of a grappled creature. The creature can make 2 Escape saves before this happens, and upon failure the creature takes 46 (5d10+21) Necrotic damage and falls Prone onto the ground, not taking fall damage. Afterwards the Arkveld gains temporary hit points equal to half the total damage done.

Rend (Costs 3 Actions). The Arkveld moves up to their flight speed and performs Three Chainlash attacks on the same target. A creature cannot be affected by the Grappling part of the Chainlash attack via this action. 

Description

I took a bunch of creative liberties with the abilities, especially the psychic damage when frightened. If someone using this doesn't want to incorporate Draconic damage then just replace it with Necrotic or whatever you feel works best, dnd is about improv after all. 

Arkveld is a large quadrupedal Flying Wyvern that is covered in tough gray scales and snow-white furs. The scales are noted to be extremely hard while also having fairly brittle edges. The fur meanwhile consists of strong intertwining strands that create a resistant mesh, further increasing the wyvern's defenses. It appears to have tridactyl forelimbs, meaning it has three claws as the fourth and fifth digits seem to have developed into its chains. The hindlegs are zygodactyl with two toes in front and two rear, much like Seregios. Arkveld also has two facial protrusions that greatly resemble tusks, and has an upward cone-shaped nose (the Hunter's Guild seems to call these growths "horns" for the moment). The creature’s back is well armored, as it is covered with white scales that acts as a second layer of armor to prevent being attacked from the back by overlapping much like human made armor. A large bump protrudes from the top of its back plates, which has been noted to sometimes attract lightning strikes during the Sandtide in Windward Plains. Its tail is rather flat, flexible, and covered with rocky plates, with incredibly thick muscles hidden beneath.

Arkveld's most unique aspects are the chain-like structures extending from the lower segment of its front limb, comprised of rocky plates called Calloushells layered over highly flexible sinews that glow purple when active. Although initially folded into a hard blade-like structure it can use to slash opponents, they can unfold into highly flexible whips that it can freely manipulate, allowing it to strike targets from afar, grab them, or pull itself towards surfaces. These whips house unique organs that can absorb elemental energy from their environment or other monsters, which Arkveld is able convert in to Dragon element for its own use. While Arkveld is sufficiently enraged and powered up, each whip splits in two and becomes charged with Dragon energy, allowing them to create explosive chain reactions. The elemental capacity of these organs can however be overloaded, causing harm to the wyvern and forcing it to rest and recover.

(Source: Monster Hunter Wiki.Org because we hate Fandom here.)

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