Huge Dragon, Neutral Evil
Armor Class 22 Natural Armor
Hit Points 192 (24d12 + 96)
Speed 40 ft., Burrow 40 ft., Climb 40 ft., Fly 80 ft.
STR
22 (+6)
DEX
16 (+3)
CON
19 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
13 (+1)
Saving Throws STR +11, DEX +8, CON +9, WIS +10, CHA +6
Skills Deception +6, Perception +5, Stealth +10
Damage Immunities Fire, Force
Condition Immunities Charmed, Frightened
Senses Darkvision 180ft, Tremorsense 80ft, Passive Perception 29
Languages Primordial
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Keen Senses. The Clad Wyvern has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Tenacious. Creatures grappled by the Clad Wyvern are under the effects of the Restrained condition, rather than the Grappled condition.

Actions

Multi attack. The Clad Wyvern can make three attacks: one with its bite and two with its claws.    

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) fire damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Energy Beam. (Recharge 5-6). Ranged Spell Attack: +14 to hit, reach 600/800 ft. line., one creature. The Clad Wyvern exhales a Beam of burning plasma Hit: 65 (10d10) fire damage. Fire damage dealt by the wyverns breath bypasses fire resistance, but not immunity. This attack ignores any cover bonus to AC benefiting the target except for cover bonuses granted by objects made of adamantine. On a critical hit, this attack severs one of the target’s limbs, if it has any. All creatures within 60 feet of the Clad Wyvern that can see it must succeed on a DC 22 Constitution saving throw or be blinded for 1d4 rounds.

Cataclysm(THE CLAD WYVERN MUST BE IN THE BOLSTERD STATE TO USE CATACLYSM)                                                                                                                    (Recharge 6).The Clad Wyvern uses its turn to charge cataclysm, at the start of the Wyverns next turn it releases a 80ft sphere of explosive energy centered on its self. Cataclysm has two ranges and two different damage types. if a creature is within 30ft of the wyvern will take (12d20) force damage and must make a DC 25 DEX saving throw. on a success the creature is pushed 50ft away from the wyvern. on a fail the creature is thrown 70ft away and knocked prone. if a creature 30ft-80ft it must pass a DC 22 DEX saving throw or take (15d12) Fire damage and half on a success(the fire damage of cataclysm treats immunity to fire as resistance, and ignores resistance to fire damage). All creatures within 1 mile of the Clad Wyvern that are looking in its general direction that can see must succeed on a DC 25 Constitution saving throw or be blinded for 1d6 rounds.

 
 

 

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Bolstered. The Clad Wyvern can spend its reaction to tenses its entire body tightly interlocking all of its large plate like scales together. while in the Bolstered state the Wyverns speed becomes 5ft and all damage being dealt to the Clad Wyvern is halved accept for damage dealt by poison. (the Clad Wyvern can not fly, or move faster than 5ft in this state. the Clad Wyvern must use its reaction to remain in this state.) 

Legendary Actions

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Wing Attack. (Costs 2 Actions): The wyvern beats its wings. Each creature within 10 ft. of the wyvern must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The wyvern can then fly up to half its flying speed.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

With brilliant swept back horns, large translucent ethereal blue scales, and a exaggeratedly large wingspan with a blood red underside that dwarfs that of even a red dragon and an attitude to match lead many scholars to miscategorized them as a genus of dragon but in fact Clad Wyverns are not related to dragons at all, they belong to there own genus Being far more ancient. Not much is known about the origin of Clad Wyverns, other than they fall from the stars like great comets producing a bright streak of light as they enters the atmosphere, creating a dazzling display followed by loud echoing roars, yet leaving little trace except on rare occasions were scales had been found, The scales of a Clad Wyvern are unique as they have an extremely hard outer layer that encapsulates a specialized phosphorescent gel layer that absorbs different types energy. These large plate like scales protect the Clad Wyvern from powerful attacks, even the eyes of the Wyvern have visor like scales that slide out from under the cheek musculature that interlocks into the base of their horns.        

Hunger of the Stars. Clad Wyverns have a unquenchable hunger for celestial beings such as unicorns, feeding on there raw magical essence allowing them to grow ever stronger and can in some cases even exhibit faster growth, but will often feed on dragons whenever the opportunity arises. 

Super Predator. Clad Wyverns are extremely territorial, vindictive and not interested in being challenged by any apex predators that resides in or around their territory especially if it is a dragon. If a dragon is found and it cannot be kill outright, the Clad Wyvern will bully and torment them in any way they can, such as destroying hordes, slaughtering whole hunting grounds, eating their young in the absence of the parent's, collapsing lair entrance's and exits, etc. until given the opportunity to kill them.

Attentive Slumber. Clad Wyverns enter a trance like state listening to all sounds, conversation's and secrets of intelligent creatures from miles because of the intentional construction of their tunnels. As the sound travels thru the long winding tunnels the excess complexity of all spoken language is filtered out leaving only the pure vibration's of the original meaning allowing the clad wyvern to hear it as primordial.

Intellectual Coveters. Clad Wyverns don't have hoards. Their lairs are surprisingly empty as they don't covet gold or gems, but instead they will hoard knowledge and secrets that they have amassed throughout there long years of life. They store this intellectual treasure within the butte they have construct in the central hemisphere of their lairs.

Lair and Lair Actions

Clad Wyverns dwell in underground tunnels that they build near the edges of civilization. A Clad Wyverns lair is a web of long outstretching dead end tunnels that all lead back to a massive central hemisphere that is typically 300ft in height and 100ft radius with a 80ft tall stone butte in the center. The lair is eerie because of the sounds and voices from the surface that can be heard from miles away and all spoken language is twisted as it echo's thru the tunnels to the central hemisphere where it is heard as primordial. The lair is filled with the stench of ozone and sulfur and signs of melted earth can be found everywhere.

Lair Actions

On initiative count 20 (losing initiative ties), the wyvern takes a lair action to cause one of the following effects; the Clad Wyvern can’t use the same effect two rounds in a row:

  • (PYROCLASTIC DOWNPOUR)
    Small droplets of molten earth plummet to the ground in a (100ft radius, 300ft high cylinder) centered in the lair. Each creature in the cylinder must make a 14 constitution saving throw or take (2D8) fire damage and half on a success, the creature repeats the save at the start of each of its turns until the effect ends or it is under cover. The molten droplets turn the area into difficult terrain until the effect ends (Duration 1D6).

  • (SINK HOLE)
    The ceiling of the lair caves in all creatures in the lair must make a (DC20) Dexterity saving throw for half damage. On a fail the creature takes (20d6) bludgeoning damage and is buried under (20ft) of earth. The buried creature is restrained and unable to breathe or stand up, a buried creature that doesn't have a burrowing speed can, at the start of its turn, make a (DC 16) Strength (Athletics) check. If the check succeeds, the creature can pull itself in one direction or the other at a rate of 1 foot for every 5 feet of movement spent. If that movement isn't enough to exit the collapsed area, the creature can repeat the check on its next turn.(THIS LAIR ACTION CAN ONLY BE USED ONCE)

Regional Effects

The region containing a legendary Clad Wyvern's lair is subject to, which creates one or more of the following effects: 

  •  creatures within 1 mile of the lair will start to experience paranoia hearing eerie disembodied sounds like screaming, whispering and laughing. after 1 hour intelligent creatures will start to see haunting shapes quickly vanish from the corners of their vision after a brief glimpse giving the feeling of being hunted. All intelligence creatures must succeed on a DC 16 Wisdom saving throw or run in a random direction until it is stopped or it has left the clad wyverns territory.
  • Any creature who walks on a surface touching the ground within 3 miles of the Clad wyverns lair and weighs at least 10 pounds can be detected as though with tremorsense by the Clad Wyvern

If the Clad Wyvern dies, these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
5/22/2026 3:54:38 AM
22
1
5e
Coming Soon
SheepishShepherd47

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