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.