Mana Wyrm (5e Creature)

Mana Wyrm

Tiny elemental, neutral


Armor Class 13 (natural armor)
Hit Points 2 (1d4)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 10 (+0) 5 (-3) 14 (+2) 3 (-4)

Damage Resistances Arcane, psychic
Senses passive Perception 12
Languages Understands Elven and Celestial
Challenge 1/8 (25 XP)


Bioluminescent. A mana wyrm is natural luminescent, and 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 Devourer. The mana wyrm can, when using its spell siphon ability, drain a spell slot from a target. It does not gain spell slots normally, and must feed on sources of spell slots.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Mana Siphon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target that has a spell slot. Hit: 2 (1d4) arcane damage, and the mana wyrm drains the magic essence from the target. Each successful siphon adds a 1st level spell slot.

Recovery. The mana wyrm can cast the mana rejuvenation spell.

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.


Image by JJcanvas

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.


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gollark: Also, you could probably *detect* it, although it could also be covered up quite well, you just couldn't do much about it.
gollark: Krist doesn't actually stop the admins from adding money to people's accounts arbitrarily, as it's centralized, but it's not been done yet.
gollark: KristPay just connects to the krist node. It's paid for via donations to SC.
gollark: Krist effectively just unconditionally trusts the node, so SC and basically everyone use the krist.ceriat.net one.
gollark: Unless that got fixed.
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