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.
Previous Versions
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3/9/2020 11:42:54 PM
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3/9/2020 11:46:48 PM
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3/9/2020 11:52:15 PM
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3/14/2020 12:18:38 AM
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