Cave Wyvern (5e Creature)
From D&D Wiki
Cave Wyvern[edit]
Large dragon, unaligned Armor Class 13 (natural armor)
Saving Throws Con +4 Blind Senses. While deafened and unable to smell, the wyvern's blindsight is reduced to 10 feet. Hold Breath. The wyvern can hold its breath for 6 hours. Keen Hearing and Smell. The wyvern has advantage on Wisdom (Perception) checks that rely on hearing or smell. ACTIONSMultiattack. The wyvern makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the wyvern can't bite another target. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Phlegm (Recharge 4-6). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one creature. Hit: 11 (2d10) poison damage, and the target has its speed reduced by 20 feet until it or another creature within 5 feet uses an action to remove the mucus.
|
These pallid, elongated lizards can generally only have their draconic ancestry deduced by noting the multiple joints and unusually high placement of their powerful pectoral fins, or by observing the spark of intelligence that lingers in their sunken, beady eyes. Cave wyverns are an unusual breed of dragon, related to the more common aerial wyverns but even further removed from conventional dragon anatomy. In order to navigate the cold subterranean rivers found in the karsts and aquifers they frequent, their tails have elongated and flattened while a pair of broad fins have developed from atrophied wings; dolphin-like undulation allows them to chase down blind cave fish or even leap out of the water. Prey on land, meanwhile, is stalked using the wyvern's powerfully built hind legs, with padded, webbed feet that both assist in swimming and allow the slow, careful scaling of sheer fissures and cave walls. They sense primarily by using a series of collapsible gill-like frills to funnel sound and smell into their slit nostrils and tympanic membranes, supplemented with two facial tendrils capable of detecting subtle vibrations. |
Back to Main Page → 5e Homebrew → Creatures