Huge Dragon, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 150 (17d12 + 45)
Speed 25 ft., Fly 120 ft., Burrow 40 ft.
STR
20 (+5)
DEX
15 (+2)
CON
17 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Skills Deception +7, Insight +6, Perception +4
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 90 ft., Passive Perception 15
Languages Draconic --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Actions

Multiattack. The wyvern makes three attacks: two with its bite and one with its arch-stinger. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 16 (2d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 4) slashing damage.

Arch-Stinger. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 17 (2d8 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 32 (7d8) poison damage on a failed save, or half as much damage on a successful one.

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. Arch-Wyverns, however, are larger, more slim, blue scaled versions of your traditional Wyvern. Sporting one large central horn upon their head, different from a normal Wyvern's two. These are used to show dominance over other Arch-Wyverns. The stinger and it's poison are also extra lethal over a normal Wyverns. These creatures also boast an immunity to all poisons. Arch-Wyverns can also speak, understand and write in the draconian language, while a normal Wyvern cannot speak at all. Arch-Wyverns are very deceptive creatures and will promise a humanoid anything to gain an ally, or a snack, and are also very difficult to convince. These creature live in vast tunnel systems and are adept at burrowing through both the sand and earth of their home biomes.

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Habitat: DesertHillMountain

SteveBoi

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