Ancient Mana Wyrm (5e Creature)

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Ancient Mana Wyrm[edit]

Large elemental, neutral

Armor Class 16 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 0 ft., fly 90 ft. (hover)

16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4)

Saving Throws Con +5, Wis +7, Cha +6
Damage Resistances Arcane, psychic, bludgeoning, piercing, and slashing from non-magical weapons
Senses truesight 120 ft., passive Perception 15
Languages all, telepathy 120 ft. to those with magic.
Challenge 5 (1100 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.

Magic Weapons. The mana wyrm ancient’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 15, +7 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 : arcane missile, bless, detect magic, mana rejuvenation
  • 2nd level : magic weapon, prayer of healing, mute
  • 3rd level : curse, dispel magic, nondetection, revivify


Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 +5) piercing damage.

Mana Siphon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target that has magic. Hit: 5 (2d4) arcane damage, and the mana wyrm drains the magic essence from the target. Each successful siphon adds a 3rd level spell slot that can be used to cast 3rd 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.

Image by Slawomir Maniak

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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