Werewyvern
Medium Dragon (Lycanthrope), Chaotic EvilChanged by the Venom of the Wyvern
Habitat Hill, Mountain — Treasure Individual
Among the rarest of were-creatures, werewyverns change from their humanoid forms into lean wyverns or into draconic-humanoid hybrids. Most werewyverns possess a draconic greed and ferocity and thus often find work as bandits, mercenaries, or assassins. They are opportunistic warriors and prefer ambushes when possible. Werewyverns like to keep their wyvern form a secret until they need an upper hand in a fight or an aerial escape.
Werewyverns transmit lycanthropy through their potent venom. The curse's transmission is unpredictable and often as much a surprise to the werewyvern as it is to the victim.
AC 16
Initiative +5 (15)
HP 152 (16d8 + 80)
Speed 30 ft., Fly 40 ft. (wyvern or hybrid form only)
STR
19 (+4)
Save +4
DEX
15 (+2)
Save +2
CON
20 (+5)
Save +5
INT
10 (+0)
Save +0
WIS
12 (+1)
Save +1
CHA
12 (+1)
Save +1
Skills Perception +4, Stealth +5
Gear Javelins (6)
Senses Darkvision 120 ft., Passive Perception 14
Languages Common, Draconic (can't speak in wyvern form)
CR 8
Traits
Flyby (Wyvern or Hybrid Form Only). The werewyvern doesn't provoke an Opportunity Attack action when it flies out of an enemy's reach.
Actions
Multiattack. The werewyvern makes three attacks, using Javelin or Rend in any combination. It can replace one of these attacks with one Stinger attack.
Javelin (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +7, reach 5 ft. or range 30/120 ft. Hit: 18 (4d6 + 4) Piercing damage.
Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 18 (4d6 + 4) Slashing damage.
Stinger (Wyvern or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 16 (3d10) Poison damage, and the target has the Poisoned condition until the start of the werewyvern's next turn. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 16. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewyvern under the DM's control and has 20 Hit Points. Success: The target is immune to this werewyvern's curse for 24 hours.
Bonus Actions
Shape-Shift. The werewyvern shape-shifts into a Medium wyvern-humanoid hybrid or a Large wyvern, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.