Wyvern Knight

Creature Codex (3pp) p. 385

Size
Medium
Type
humanoid (any race)
Alignment
lawful evil
AC
20 (plate armor, shield)
Hit Points
102 (12d8+48)
Speed
walk 30 ft.
Saving Throws
Str +6, Con +7
Skills
Animal handling +4, Perception +4
Resistances
poison
Immunities
poison
Passive Perception
14
Languages
Common, Draconic
Challenge
5
Environment
mountain
STR
16
+3
DEX
10
+0
CON
18
+4
INT
10
+0
WIS
12
+1
CHA
15
+2

Traits

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.

Other data

description