Adult Mana Wyrm (5e Creature)

Adult Mana Wyrm

Small elemental, neutral


Armor Class 14 (natural armor)
Hit Points 27 (6d6 + 6)
Speed 0 ft., fly 60 ft. (hover)


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 12 (+1)

Saving Throws Con +3, Wis +5, Cha +3
Damage Resistances force, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 60 ft., passive Perception 13
Languages all, telepathy 60 ft. to those with magic.
Challenge 2 (450 XP)


Bioluminescent. The mana wyrm sheds dim light out to 5 feet. The more mana the mana wyrm has stored, the brighter it lights (up to 1 foot per mana point, minimum 5 feet as described above).

Magic Weapons. The mana wyrm's weapon attacks are magical.

Innate Spellcasting. The mana wyrm ancient is a 6th level spellcaster. The ancient mana wyrm's spellcasting ability is Intelligence (spell save DC 12, +4 to spell attacks). It can innately cast the following spells, requiring only verbal components and available spell slots:

Cantrips: light, mage hand, minor illusion
1st level: bless, detect magic, magic missile, mana rejuvenation
2nd level: magic weapon, mute, prayer of healing

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Mana Siphon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target that has magic. Hit: 4 (1d6) force damage, and the mana wyrm drains the magic essence from the target. Each successful siphon adds a 2nd level spell slot that can be used to cast 2nd level spells or lower.


Mana Rejuvenation
1st-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V
Duration: 30 seconds


With the grace of the nature, you envelop one living creature within range with a blessing that rapidly closes wounds and rejuvenates the target. The target regains 1d4 hit points. At the beginning of every round until the spell ends. The healing taken increases by 1d4 per every level above 1st.
Undead and constructs gain no benefit from this spell.


Mana wyrms are simple, glowing critters that float around feeding off of stray pockets of arcane energy, clustering around places of power such as mana fountains. They can be familiars of spellcasters, but demand more upkeep magically-speaking (in terms of feeding them mana). Mana wyrms are usually translucently blue in color, but their color can change depending on the mana they drain.


This page may resemble content endorsed by, sponsored by, and/or affiliated with the Warcraft franchise, and/or include content directly affiliated with and/or owned by Blizzard Entertainment. D&D Wiki neither claims nor implies any rights to Warcraft copyrights, trademarks, or logos, nor any owned by Blizzard Entertainment. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
gollark: Why what?
gollark: Hydro being very passive-aggressive there...
gollark: The internal network runs ChorOS.
gollark: YES™ish
gollark: I managed to make PRINTRON OMEGA\™ handle it somehow. Hm.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.