Irivyrn

Huge dragon, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 199 (19d12 + 76)
Speed 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 19 (+4) 12(+1) 15 (+2) 18 (+4)

Saving Throws Dex +8, Wis +6
Skills Deception +8, Intimidation +8, Perception +6, Stealth +8
Senses darkvision 60 ft., passive Perception 16
Languages Common, Draconic, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4

SPECIAL TRAITS

  • Keen Smell. The irivyrn has advantage on Wisdom (Perception) checks that rely on smell.
  • Magic Weapons. The irivyrn’s weapon attacks are magical.
  • Mercurial Attitude. Irivyrns are unpredictable and capricious, even when dealing with creatures they’ve previously met. Whenever the irivyrn begins interacting with any creature, roll 1d4 to determine the irivyrn’s starting attitude.
    • Hostile
    • Unfriendly
    • Indifferent
    • Friendly
  • Shimmering Aura. The irivyrn’s scales shine with swirling, multicolored luminescence, casting bright light for 10 feet and dim light for an additional 10 feet. The irivyrn can use a bonus action to deactivate or activate this light.

ACTIONS

  • Multiattack. The irivyrn attacks three times: once with its bite, once with its claw, and once with its stinger.
  • Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the irivyrn can’t claw a different target.
  • Stinger. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw. On a failed save, the target takes 24 (7d6) poison damage and is blinded until the end of its next turn. On a success, the target takes half as much damage and isn’t blinded.
  • Psychotropic Breath (Recharge 5-6). The dragon exhales psychotropic gas in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the target takes 42 (12d6) psychic damage and is poisoned until the end of its next turn. On a success, the target takes half as much damage and isn’t poisoned.

ABOUT

The typical irivyrn is coated with iridescent scales from head to tail, their obsidian-like smoothness diffracting light from every direction. The scales’ glassy texture is particularly pronounced on an irivyrn’s hindquarters, each serpentine undulation triggering a dazzlingly colorful display.

When angered, an irivyrn attacks first and foremost with its venomous tail stinger, which injects its victims with a deadly poison infused with the same magical iridescence as the dragon’s shimmering scales. The iridescence in its venom is so concentrated that it can even blind subjects. Survivors of an irivyrn’s attacks usually sport telltale rainbow-hued bruises around their eyes and their still-healing wounds.

Perhaps for vanity’s sake, most irivyrns prefer solid-colored magic items and adornments as gifts, since varicolored objects tend to clash or compete with an irivyrn’s iridescent scales. An irivyrn quickly dashes away anything incorporating a multitude of colors, no matter how valuable.

The first irivyrns are said to have originated deep in the wilds of the realm of the fey. These majestic iridescent wyverns supposedly migrated to the Material Plane around the same time as gnomes, and the reasons for irivyrns’ relocation are equally mysterious.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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