b'Wyvern Knight \n'b'  Family:   Wyverns  \n'b' Clad in armor and carrying a spiked lance, the knight grips tight to the reins of its wyvern mount. The knight snarls, goading its mount forward. \n'b'  Medium   humanoid  (any race),  lawful evil  \n'b'  Armor Class  20 (plate, shield)  Hit Points  102 (12d8 + 48)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  10 (+0)  CON:  18 (+4)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +6,  Constitution  +7  Skills   Animal Handling  +4,  Perception  +4  Damage Resistances  poison  Damage Immunities   poisoned   Senses  passive  Perception  14  Languages  Common, Draconic  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Brave . The wyvern knight has advantage on saving throws against being  frightened . \n'b'  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. \n'b'  Actions \n'b'   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 . \n'b'  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. \n'b'  Heavy Crossbow .  Ranged Weapon Attack : +3 to hit, range 100/400 ft., one target.  Hit : 5 (1d10) piercing damage plus 10 (3d6) poison damage. \n'b'  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. \n'b'  Reactions \n'b'   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. \n'b'  About \n'b' For centuries, many realms have been safeguarded by knights on horseback, their advanced mobility and powerful steeds cutting through infantry lines like shears through cloth. But against the wyvern knights, even mighty cavaliers are little more than worms to be snapped up by a hungry starling. The wyvern knights are trained to ride domesticated war wyverns, using their aerial mobility to perform countless roles on the battlefield from shattering cavalry charges to sowing chaos from behind enemy lines. \n'b'  Baal\xe2\x80\x99s First . A group of elite kobolds works with a  dragonborn  wyvern knight commander. The kobolds themselves hang onto leather straps and buckle themselves onto the commander\xe2\x80\x99s war wyvern for swift transport across a battlefield. As arsonists, scouts, and ambushers, they\xe2\x80\x99ve been extremely effective.'