Wyvern Knight
Medium Humanoid lawful evil
- Armor Class: 20 (plate, shield)
- Hit Points: 102 (12d8+48)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Creature Codex, page 385
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
10 (+0) |
18 (+4) |
10 (+0) |
12 (+1) |
15 (+2) |
- Saving Throws: Str +6, Con +7
- Skills: perception +4
- Damage Immunities: poisoned
- Damage Resistances: poison
- Senses: passive Perception 14
- Languages: Common, Draconic
Special Abilities
- 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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