One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Monday, February 18, 2019

Windrider Eel - A Magic: The Gathering Monster for D&D 5e

Windrider Eel

Armor Class 12 (natural armor)
Hit Points 59 (7d10+21)
Speed 30 ft., fly 60 ft., swim 60 ft.
             STR                           DEX                        CON                          INT                         WIS                         CHA
               18 (+4)                      15 (+2)                    16 (+3)                        2 (-4)                      13 (+1)                     8 (-1)
Skills Perception +5
Senses Blindsight 60 ft., passive Perception 15
Languages
Challenge 2 (450 XP)
Amphibious. The windrider eel can breathe air and water.
Keen Smell. The windrider eel has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the windrider eel can only bite the grappled creature and has advantage on attack rolls to do so.

Swallow. The windrider eel makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and othe effects outside the windrinder eel, and takes 10 (3d6) acid damage at the start of each of the windrider eel’s turns. The windrider eel can only have one target swallowed at a time.                                        
If the windrider eel takes 25 damage or more on a single turn from the creature inside it, the windrider eel must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the windrider eel. It the windrider eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

“The best spot to hook one is right behind the gills.” —Rana Cloudwake, kor sky fisher

Illustrated by Austin Hsu