Adult Mana Wyrm (5e Creature)

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Adult Mana Wyrm[edit]

Small elemental, neutral

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

10 (+0) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 12 (+1)

Saving Throws Con +3, Wis +5, Cha +3
Proficiency Bonus +2
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 spell slots the mana wyrm has stored, the brighter it shines (up to 5 feet per spell slot, minimum 5 feet as described above).

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

Magic Devourer. The mana wyrm can, when using its mana siphon ability, drain a spell slot from a target. It does not gain spell slots normally, and must feed on sources of spell slots. The mana wyrm can have no more than four 1st-level spell slots and three 2nd-level spell slots at a time.

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

Cantrips (at will): light, mage hand, minor illusion
1st level (4 slots): bless, detect magic, magic missile, mana rejuvenation
2nd level (3 slots): magic weapon, mute, prayer of healing


Bite. Melee Weapon Attack: +5 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 a spell slot. Hit: 3 (1d6) force damage, and the mana wyrm gains a 1st-level spell slot or a 2nd-level spell slot (the mana wyrm's choice).

Mana Rejuvenation
1st-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

With the grace of 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 start of each of its turns until the spell ends.
Undead and constructs gain no benefit from this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

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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