Mournwhelk
Large elemental, chaotic neutral
Armor Class 18 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 30 ft.
Damage Resistances psychic
Condition Immunities exhaustion, frightened
Senses darkvision 60 ft. passive Perception 12
Languages understands Common and Sylvan but can't speak
Challenge 6 (2300 XP)
Absorb Fear. Whenever a creature that is frightened starts its turn within 60 feet of the mournwhelk, the frightened condition ends for that creature.
Drink Sorrows. Whenever a creature takes psychic damage while within 60 feet of the mournwhelk, the mournwhelk regains hit points equal to half the psychic damage dealt, rounded down.
Sure-Footed. The mournwhelk has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Multiattack. The mournwhelk uses its Wail of Sorrow if it is able to. It then makes three bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage plus 9 (2d8) psychic damage.
Wail Of Sorrow (Recharge 6). Each creature within 60 feet of the mournwhelk that has an Intelligence score of 5 or higher must succeed on a DC 14 Wisdom saving throw or be incapacitated for 1 minute. An incapacitated creature can repeat the save at the end of each of its turns, ending the effect for itself on a success. Constructs and undead are immune to this effect.
These creatures wander the idyllic lands of Lorwyn, the few sorrows of that paradise held within its body, corrupting it so that they do not corrupt the land.
Another monster from a Magic: The Gathering card, in this case Mournwhelk from the Lorwyn set.
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So, because of the past two weeks of the 2024 grimoire challenge, I sat down and made a list of every elemental paradigm I work with in my craft. Or what could be construed as an elemental paradigm, since not all of them are elements.
Primary/classical: air, earth, fire, water
Secondary: darkness, light, lightning/electricity, ice
Chaos magic: octarine/pure, black/death, blue/wealth, green/love, yellow/ego, purple/silver/sex, orange/thinking, red/war
Dungeons and Dragons: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, transmutation
The Elder Scrolls: alchemy, alteration, conjuration, destruction, enchanting, illusion, mysticism, restoration
Flight Rising: arcane, earth, fire, ice, light, lightning, nature, plague, shadow, water, wind
Golden Sun: Mercury/water, Venus/earth, Mars/fire, Jupiter/wind
Magic The Gathering: white, blue, black, red, green, colorless, phyrexian
Pokemon: bug, dark, dragon, electric, fairy, fighting, fire, flying, ghost, grass, ground, ice, normal, poison, psychic, rock, steel, water
It's...a lot to balance and think about. Which is why I typically only work in one or two paradigms at a time.
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Multiple Elements Character Tournament - Round 2 (A) 4/12
Omnath - White Mana, Red Mana, Blue Mana, and Green Mana
Isaac - Earth, Water, Wind, and Fire
Propaganda under the cut
Omnath: The walking elemental heart of Zendikar, a plane that shifts and twists with rich sources of mana. It's usually a disaster when Omnath wakes, but the last time he did the plane was being invaded by horrible eldritch monstrosities and it helped fight them off. Literally composed of mana, so is probably pretty good at using it.
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