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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Wyvern Knight/

Wyvern Knight

Wyvern Knight

Medium humanoid, lawful evil
  • Armor Class 20 (plate, shield)
  • Hit Points 102 (12d8+48)
  • Speed 30 ft.
  • STR
    16 (+3)
  • DEX
    10 (+0)
  • CON
    18 (+4)
  • INT
    10 (+0)
  • WIS
    12 (+1)
  • CHA
    15 (+2)
  • Saving Throws Str +6, Con +7
  • Skills Perception +4
  • Damage Resistances poison
  • Damage Immunities poisoned
  • Senses passive Perception 14
  • Languages Common, Draconic
  • Challenge 5 (1,800 XP)
  • Brave. The wyvern knight has advantage on saving throws against being frightened.
  • Ring of Feather Falling. When the wyvern knight falls while wearing this ring, it descends 60 feet per round and takes no damage from falling.

Actions

  • Multiattack. The wyvern knight makes two lance attacks. If the wyvern knight is riding a war wyvern, its mount can then make one bite, claw, or stinger attack.
  • Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) poison damage. The wyvern knight has disadvantage on attacks with this weapon against creatures within 5 feet of it and can wield this weapon in one hand instead of two while mounted.
  • Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage plus 10 (3d6) poison damage.
  • Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.

Reactions

  • Protection. When a creature the wyvern knight can see attacks a target that is within 5 feet of it, including a creature it is riding, the knight can use a reaction to impose disadvantage on the attack roll. The knight must be wielding a shield.

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