Legendary Wyvern
Legendary Wyvern
Legendary Wyvern
This titanic species of wyvern was known in the deep past Lightning crackles all about the wyvern. Each creature
by a variety of names - world-enders, thrice born kings, the within 120 feet of the dragon must succeed on a DC 15
golden gods - all suitably apocalyptic and all deeply Dexterity saving throw or take 5 (1d10) lightning
appropriate for this terrifying behemoth. damage and lose its reaction until the end of its next
These creatures are rare almost to the point of turn.
extinction, and those that do survive hibernate deep below Gravity increases in a dome centred on a point the
the world, or remain trapped in mighty snares and cages wyvern can see within 120 feet of it. Each creature in it
made by the forgotten gods of countless ages past. must succeed on a DC 15 Strength saving throw or be
Legends and ancient texts describing these creatures are affected as though it has had slow cast on it until the
assumed by many modern humanoid scholars to be wildly end of its next turn.
exaggerated. Dragons, of course, know better, but dragons Regional Effects
say nothing on the matter, as no self respecting dragon The region containing a legendary wyvern's lair is warped
would care to admit that even the greatest of their kind by the wyvern's presence, which creates one or more of the
pales in comparison to the city-destroying might of a following effects:
legendary wyvern.
Were the existence of these creatures known outside of Small, yet harmless static shocks become commonplace
ancient texts and the terrified ramblings of crazed delvers within 6 miles of the wyvern's lair.
into the world’s deepest places, then a case could certainly Intelligent creatures within 1 mile of the wyvern's lair
be made that it is the wyvern, not the dragon, that is the are prone to fits of lethargy, as though even getting up
true pinnacle, and king, of the draconic species. was harder work than usual.
The exterior of the wyvern's lair is covered with a
A Legendary Wyvern's Lair magical thunderstorm, which obstructs the vision of
A legendary wyvern almost always lairs in high locations, anyone the wyvern wishes it too.
anywhere that will provide a vantage point to watch from. If the wyvern dies, the feelings of lethargy fade over the
course of 1d10 days. The other effects end immediately.
Lair Actions
On initiative count 20 (losing initiative ties), the wyvern
takes a lair action to cause one of the following effects:
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22/12/2018 The Homebrewery - NaturalCrit
Created by
u/1d6Adventurers for
/r/MonsteraDay
Artwork:
"King Ghidorah" by doomguy26
and "Ghidorah" by nobackstreetboys.
Legendary Wyvern Claw. Melee Weapon Attack: +16 to hit, reach 15 ft.,
one target. Hit: 22 (3d8 + 8) piercing damage, and if
Gargantuan dragon, chaotic evil
the target is a Large or smaller creature it is grappled
Armor Class 21 (Esccape DC 18). Until the grapple ends, the wyvern
Hit Points 449 (29d20 + 145) can’t use this claw on another target. The wyvern has
Speed 30 ft., fly 240 ft. two claws.
Stinger. Melee Weapon Attack: +16 to hit, reach 25
ft., one target. Hit: 22 (4d6 + 8) piercing damage.
STR DEX CON INT WIS CHA The target must succeed on a DC 21 Constitution
27 (+8) 10 (+0) 21 (+5) 26 (+8) 22 (+6) 23 (+6) saving throw, taking 48 (14d6) poison damage on a
failed save, or half as much on a successful one.
Saving Throws Dex +8, Con +13, Wis 14 Thunder Spark Bite. Melee Weapon Attack: +16 to hit,
Skills Perception +14, Stealth +8 reach 20 ft., one target. Hit: 22 (4d6 + 8) piercing
Damage Immunities bludgeoning, piercing, and damage, plus 4 (1d8) lightning damage.
slashing damage from nonmagical weapons
Gravity Beams (Recharge 4-6). The wyvern emits
Senses darkvision 60 ft., passive Perception 24
dozens of powerful gravity beams from each of it's
Languages —
heads. Every creature within a 60-foot radius must
Challenge 27 (105,000 XP)
make a DC 21 Dexterity saving throw, taking 122
(18d12 + 5) force damage on a failed save and
Legendary Resistance (3/Day). If the wyvern fails a become prone. Until the end of their next turn, their
saving throw, it can choose to succeed instead. movement is halved.
Multiple heads. The wyvern can take one reaction per
turn, rather than only one per round. It also has Reactions
advantage on saving throws against being knocked Energy Shield. When the wyvern is hit by a melee
unconscious. If it fails a saving throw against an attack, the attacker takes 5 (1d10) force damage.
effect that would stun a creature, one of its unspent
legendary actions is spent. Legendary Actions
Wakeful. When one of the wyvern's heads is asleep, The wyvern can take 3 legendary actions, choosing
its other heads are awake. from the options below. Only one legendary action
option can be used at a time and only at the end of
Actions another creature's turn. The wyvern regains spent
Multiattack. The wyvern makes two thunder spark bite legendary actions at the start of its turn.
attacks and one stinger attack. It can use claw in
place of any attack. Detect. The wyvern makes a Wisdom (Perception)
check.
Claws. The wyvern makes one claw attack.
Stinger Attack (Costs 2 Actions). The wyvern makes
one stinger attack.
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