Umbral Wyvern - AI-generated fantasy Monster

Umbral Wyvern

Old shepherds claim these wyverns were born where a murder was committed beneath an eclipse. Whether that is true or not, their shadows move with a wrongness that chills even hardened hunters. Unlike ordinary wyverns, they seem to understand fear, and they weaponize it with uncanny instinct.

HugeBeastCR 5unaligned

Umbral Wyvern

wyvernshadowpredatorsoloflyingnecroticdark fantasy
HP110AC14SPD20 ft., fly 80 ft.CR5PerceptionStealth
STR
19
DEX
12
save
CON
18
save
INT
6
WIS
14
save
CHA
8
Shadow Prowl. The wyvern can take the Dash or Disengage action as a bonus action while in dim light or darkness.
Veilborn. While in dim light or darkness, the wyvern has advantage on Dexterity (Stealth) checks and can hide even when only lightly obscured.
Predator's Calm. The wyvern has advantage on saving throws against being frightened.
Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger.
Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 11 () piercing damage plus 3 () necrotic damage.
Stinger. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () piercing damage. The target must succeed on a Constitution saving throw or take 10 () necrotic damage and be poisoned until the end of its next turn.
Umbral Veil. The wyvern exhales shadow in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 18 () necrotic damage on a failed save, or half as much damage on a successful one. The area becomes lightly obscured until the start of the wyvern's next turn.
Shadow Slip. When a creature the wyvern can see hits it with an attack, the wyvern adds 2 to its AC against that attack, potentially causing it to miss. The wyvern must be in dim light or darkness to use this reaction.
Shadow Glide. The wyvern moves up to half its flying speed without provoking opportunity attacks.
Snap and Turn (Costs 2 Actions). The wyvern makes one Bite attack.
Gloam Sweep (Costs 2 Actions). The wyvern dims the light in a 20-foot-radius area it can see within 60 feet until the start of its next turn. The area becomes lightly obscured, and creatures other than the wyvern have disadvantage on Wisdom (Perception) checks that rely on sight in that area.
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