Wyvern Knight

Medium Humanoid (any race), lawful evil

Armor Class 20 (plate, shield)

Hit Points 102 (12d8+48)

Speed walk +30

Challenge 5

STR
16
+3
DEX
10
+0
CON
18
+4
INT
10
+0
WIS
12
+1
CHA
15
+2

Saving Throws con +7, str +6

Skills perception +4

Damage Resistances poison

Damage Immunities poisoned

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.

Source: Creature Codex · OGL/Open