Wyvern
Large Dragon, unaligned
2,300 XP
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
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.