Page 304 - D&D Bestiary
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         WYVERN
         Travelers in the wild sometimes look to the skies
         to see the dark-winged shape of a wyvern carrying
         its prey. These cousins to the great dragons hunt
         the same tangled forests and caverns as their kin.
         Their appearance sends ripples of alarm through the
         borderlands of civilization.
           A wyvern has two scaly legs, leathery wings, and a
         sinewy tail topped with its most potent weapon: a poison
         stinger. The poison in a wyvern's stinger can kill a
         creature in seconds. Extremely potent, wyvern poison
         burns through its victim's bloodstream, disintegrating   Large dragon, unaligned
         veins and arteries on its way to the heart. As deadly
                                                           Armor Class 13  (natural armor)
         as wyverns can be, however, hunters and adventurers
                                                         I Hit Points 110  (13d10 + 39)
         often track them to claim the venom, which is used in
                                                           Speed 20ft., fly 80ft.
         alchemical compounds and to coat weapons.
           Aerial Hunters. A wyvern doesn't fight on the ground
                                                             STR    DEX    CON     INT    WIS     CHA
         unless it can't reach its prey by any other means, or   19  (+4)   10 (+0)   16 (+3)   5 (-3)   12 (+1)   6 (- 2)
         if it has been fooled into a position from which aerial
         combat isn't an option. If forced into a confrontation on   Skills  Perception +4
         the ground, a wyvern crouches low, keeping its stinger   Senses darkvision  60 ft., passive Perception 14
         poised above its head as it hisses and growls.    Languages -
          Aggressive and Reckless. A wyvern intent on its prey   Challenge 6 (2,300 XP)
         backs down only if it sustains serious injury, or if its
         prey eludes it long enough for another easier potential
                                                           ACTIONS
         meal to wander along. If it corners a fleeing creature in
         an enclosure too small to enter, a wyvern guards where   Multiattack. The wyvern  makes two attacks: one with  its  bite
         the quarry hides, lashing with its stinger whenever   and one with  its stinger. While flying, it can use its claws in
         opportunity allows.                               place of one other attack.
           Although they possess more cunning than ordinary   Bite. Melee Weapon Attack: +7 to hit,  reach 10ft., one creature.
         beasts, wyverns lack the intelligence of their draconic   Hit:  11  (2d6 + 4)  piercing damage.
         cousins. As such, creatures that maintain their
                                                           Claws.  Melee Weapon Attack: +7 to hit,  reach 5 ft.,  one target.
         composure as a wyvern hunts them from the air can
                                                           Hit:  13  (2d8 + 4)  slashing damage.
         often elude or trick it. Wyverns follow a direct path to
         their prey, with no thought given to possible ambushes.   Stinger.  Melee Weapon Attack: +7 to hit,  reach 10ft., one
           Tamed Wyverns. A wyvern can be tamed for use as   creature. Hit:  11  (2d6 + 4)  piercing damage. The target must
         a mount, but doing so presents a difficult and deadly   make a DC  15 Constitution saving throw, taking 24  (7d6)
         challenge. Raising one as a hatchling offers the best   poison damage on a failed  save, or half as  much damage on a
         results. However, a wyvern's violent temperament has   successful one.
         cost the life of many a would-be master.
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