Tiny beast,
Armor Class: 16 (natural armor)
Hit Points: 30 (4d10 + 8) 4d10+8
Speed:
20 ft
, fly: 60 ft
, swim: 30 ft
, climb: 30 ft
Challenge Rating: 1
( 200 XP)
Actions
Multiattack. The wyvren makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 2d4+2 piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 1d10+2 slashing damage.
Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 1d6+2 piercing damage. The target must make a DC 15 Constitution saving throw. On a failed save, the creature takes 9 2d8 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lesser cousins to
wyverns,
wyvrens have two scaly legs, leathery wings, and a ringed tail with a poison stinger it uses to kill small prey. They are more aptly described as a hybrid of a lizard and a wyvern, much weaker than a wyvern and much more troublesome than a lizard.
Fearsome Yet Cowardly. If they catch prey unaware, the wyvren's poison usually secures an easy victory and meal. However, they're very skittish around larger predators, even if they could easily overtake them. They'll flee into trees or the air at the sight of larger predators or if it discovers it got into a hopeless fight.
Suggested Environments
Desert, Forest, Grassland, Hill, Mountain, Swamp
Comments