Crystal Armor. The Wyvern's body is partially made from extremely durable Crystals allowing it to be immune to all slashing, piercing, and bludgeoning damage.
Arcane Spell-Book. The Wyvern carries a book upon its back that was placed there by a Legendary Wizard. When killed the book drops, allowing 1 player to learn an additional spell at their level.
Multiattack. The Wyvern can make hit with Bite and Claw in the same action.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Breath Weapons (Recharge 5–6). The Wyvern uses one of the following breath weapons.
Fire Breath. The Wyvern exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
Cold Breath. The Wyvern exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The Wyevrn exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
Tail Attack. The Wyvern makes a tail attack.
Gliding Attack (Costs 2 Actions). The Wyvern glides around hitting players with its wings. All players within the Wyvern's flying speed must take 15 (3d6) bludgeoning damage, and is knocked down.
Lair and Lair Actions
A Wyvern's Nest
Wyvern''s usually make nests in volcanic or extremely hot areas. The Arcane Wyvern on the other hand makes a nest in deep caverns. The cavern consists of many gems and crystals. Crystals may break off during battle and hit the player. At the beginning of every turn the player must make a dc dexterity saving roll of 15 or take 3d6 damage.
Nest Actions
On initiative count 20 (losing initiative ties), the Wyvern takes a Nest action to cause one of the following effects; the Wyvern can’t use the same effect two rounds in a row:
- The Wyvern glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- The Wyvern can stomp on the ground causing crystals to break off and hit players. All players must succeed a dc dexterity saving roll of 15 or take 3d10 damage.
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