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Wyvern

Large · Dragon · CR 6 · Chaotic Evil

Source. Black Flag SRD
Armor Class
13 (natural armor)
Hit Points and Hit Dice
147
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
10
+0
CON
16
+3
INT
4
-3
WIS
12
+1
CHA
6
-2

Overview

Category Monsters
Size Large
Type Dragon
Alignment Chaotic Evil
XP 2300
Initiative Bonus +0

Movement

Walk 20 ft (6.1 m)
Fly 80 ft (24.4 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 11

Saving Throws

Strength +4 Dexterity +0 Constitution +3 Intelligence -3 Wisdom +1 Charisma -2

Languages

-

Resistances & Immunities

Damage Immunities
poison,poisoned
Damage Vulnerabilities
Clumsy

Traits

Clumsy

While not flying, the wyvern is vulnerable to the grappled, prone, and restrained conditions.

Actions

Bite

+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 piercing damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) piercing damage.

Claws

+7 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 slashing damage.

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

Multiattack

The wyvern makes one Bite attack and one Stinger attack. While flying, it can replace one attack with a Claws attack.

Stinger

+7 to hit, reach 15 ft (4.6 m). Hit: 2d10+4 plus 4d8 poison damage.

Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 15 (2d10+4) piercing damage plus 18 (4d8) poison damage. The target must succeed on a DC 15 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Reactions

Reflexive Tail Whip

When a creature moves into a space within 15 feet of the wyvern, it can whip its tail at the creature. The target must succeed on a DC 15 STR save or be knocked prone.

About Wyvern

Wyvern is a large dragon with a Challenge Rating of 6. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 147 hit points (derived from None).

Wyvern has communication capabilities including -. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Wyvern

1 tips available

When using Wyvern in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Wyvern

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Wyvern?
Wyvern has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Wyvern?
Wyvern is a Large Dragon, which affects how certain spells and abilities interact with it.
What languages does Wyvern speak?
Wyvern can communicate in -.

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