Medium Or Small Dragon, Any Alignment
Armor Class 10 Natural armor
Hit Points 30 (5d6)
Speed
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
17 (+3)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws STR +5, INT +5
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Senses Passive Perception 20
Languages Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Damage Resistance. Your body is covered in scales much thicker than your distant Dragonborn cousins. As a result, you have a passive resistance to all physical damage(bludgeoning, piercing, and slashing)

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.

Actions

Multiattack. The Arkveld can perform two Chainlash attacks. Any one of the Chainlash attacks can be substituted with a Tail attack. 

Chainlash. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a medium or smaller creature, it must make a DC-7 Strength or Dexterity saving throw, becoming Grappled by the chain and taking an extra 14 (2d6+2) Bludgeoning damage (Escape DC-9Strength). When a target is grappled they cannot be targeted by a Chainlash attack. 

Tail. Melee Attack Roll: +3, reach 5 ft. Hit: 28 (2d8 +1) Bludgeoning damage. The target must succeed a DC-8 Strength or Constitution saving throw or be knocked Prone.

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 10 foot radius centering at a point within 10 feet of the Arkveld. All creatures within the area of the cone must make a DC-7 Dexterity saving throw. On a failed save, the target takes (2d12 + 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. 

Description

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.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Any

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