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Wyvern

Large Dragon, unaligned

CR 6

2,300 XP

AC: 13 (natural armor)
HP: 110 (13d10+39)
Speed: walk 20 ft. , fly 80 ft.
Skills: Perception +4
Senses: darkvision 60 ft., passive Perception 14
Languages:
STR
19
+4
DEX
10
+0
CON
16
+3
INT
5
-3
WIS
12
+1
CHA
6
-2

Actions

Multiattack

The wyvern 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: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger

Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Quick Reference

Challenge: CR 6
Type: Dragon
Size: Large
Alignment: unaligned
Best for party of 4 at level 8-9

Running This Encounter

A wyvern is a cunning aerial predator that uses its mobility advantage to control the battlefield. Position it in open terrain where it can dive, strike, and retreat to the sky repeatedly. Use its poison sting as a threat to keep players cautious about melee engagement. Consider adding environmental hazards like rocky outcrops or cliffs to enhance its natural habitat.

Combat Tactics

The wyvern favors hit-and-run aerial attacks, using its superior mobility to stay out of melee range while its ranged attackers engage enemies. It prioritizes targets that pose aerial threats or deal the most damage, using its stinger attack liberally. If bloodied, it may attempt to flee to higher ground or lead pursuers into difficult terrain.

Environment & Setting

Mountain peaks, rocky badlands, or coastal cliffs provide ideal terrain where the wyvern can perch and dive effectively. Avoid heavily forested areas that restrict aerial movement and negate its primary tactical advantage.

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