The Whirlwyrm is a potentially interesting creature that shows up in the Planescape Adventure, and it actually plays a fairly substantial role in the Outlands chapter—chapter 9, I think it is. And here are the problems. The first time you encounter it, there are two of them, and I doubt you feel like picking up two copies of this premium mini. Later on, you fight a more powerful Elder Whirlwyrm, but we obviously don’t have a separate mini for that one either.
The second problem is that the Whirlwyrm doesn’t have its own stat block. The regular Whirlwyrm—I’m going to have to say that a lot in this video—but that one uses a very boring giant crocodile stat block. And then the Elder version uses the Bahir stat block.
So here are my solutions for you. We’ve created two new stat blocks that you can download for free and use for the Whirlwyrm and the Elder Whirlwyrm that’ll make it feel like a unique, cool monster. We’ve made it more powerful than the CR5 giant crocodile, so you won’t feel compelled to buy two of these. Don’t tell Wizkidz that part. And there’ll be just one of them in the encounter now, but it’ll still be balanced for you. And then we’re going to give you a more powerful Elder version of the stat block for that second encounter.
We don’t have a new Elder Whirlwyrm mini for you, so I suggest just putting a little top hat on this one to denote its more powerful Elder status. You can find the links to the new stat blocks in the doohickey down below. Oh, and there’s actually a third problem with the Whirlwyrms, but I’ll get to that shortly. For now, let’s take a look at the mini itself.
First, to make sure this is something you actually want to feature in your adventures at all, and many thanks to Wizkidz for sending it along to us to review. So here comes a Whirlwyrm! Today’s video is brought to you by Hit Point Press. The deck of many animated 5e reference cards can bring even more magic to your games, and they make fantastic gifts. Get animated spell cards, condition cards, or townsfolk NPCs. You can even get in-game items like the deck of illusions and the deck of many things. Get your deck of many animated cards using the info icon in the corner or in the doohickey down below.
As we discussed in our review of the sigil in the Outlands book, the Outlands is the circular area surrounding sigil. On the outer edge at rather regular intervals are gates to other planes, and around those gates, cities have developed. Those cities are influenced by the plane they connect to. Glorium contains the gate to the heroic domain of Isgard, but the gate itself is located in a maelstrom a mile offshore, and those waters are home to these creatures.
Now here’s that third problem. The Whirlwyrms don’t actually have any lore aside from “ooh, scary monster.” So that’s where we come in again. We’ve made a little bit of lore for the Whirlwyrms to make the battles more interesting for you, so here we go. Whirlwyrms are eel-like monstrosities, but they taste for human flesh, of course. They originate from the elemental plane of water but have traveled through portals into bodies of water in the outer planes where they are attracted to humanoid settlements or popular trade routes. Their name comes from their ability to summon whirls with their bodily movements. These vortices of air and water pull creatures into their constricting embrace where they can take their time devouring their prey.
When replacing the giant alligator stat block for the regular Whirlwyrms in Turn of Fortune’s Wheel, have the Whirlwyrm flee when it is reduced to 20 or fewer hit points instead of 10. The Whirlwyrm is available now for between $45 and $50. Let me know what you think about it in the comments section down below and pick up the free stat blocks in the links down below as well. And while you’re there, get some free spells that you can pair with the gorgeous Spellcraft Vol. 1 deck from Hit Point Press. Just print out our spells and sleeve them with the cards.
We actually make all sorts of free content for your 5e and Pathfinder games because we love you that much and we want you to love us. So check out our Bonfire Bytes series with new monsters and magic items each and every week. You can find them on our social media sites over here. Until next time, please stay safe, have fun, love each other, and I will see you next time at the Gallant Goblin.
Whirlwyrm
Huge Monstrosity, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 180 (19d12 + 57)
Speed 40 ft., swim 50 ft.
STR 20 (+5), DEX 13 (+1), CON 17 (+3), INT 6 (–2), WIS 12 (+1), CHA 10 (+0)
Skills Stealth +4
Senses darkvision 90 ft., passive Perception 11
Languages Aquan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Amphibious. The whirlwyrm can breathe air and water.
Actions
Multiattack. The whirlwyrm makes two attacks: one with its bite and one to constrict.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Constrict. Melee Weapon Attack: +8 to hit, reach 5 feet, one Large or smaller creature. Hit: 14 (2d8 + 5) bludgeoning damage plus 14 (2d8 + 5) slashing damage. The target is grappled (escape DC 14) if the whirlwyrm isn’t already constricting a creature, and the target is restrained until this grapple ends.
Whirl (Recharge 5-6). The whirlwyrm spins as though chasing its tail, creating a vortex in its space that manifests as a whirlpool in the water and a tornado in the air above. All creatures within 30 feet of the whirlwyrm must attempt a DC 14 Strength saving throw. On a failed save, targets take 9 (2d8) bludgeoning damage and 9 (2d8) cold damage and are pulled into an unoccupied space above or below the whirlwyrm. Targets take half as much damage on a successful save.
Elder Whirlwyrm
Huge Monstrosity, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 231 (22d12 + 88)
Speed 50 ft., swim 60 ft.
STR 22 (+6), DEX 14 (+2), CON 18 (+4), INT 7 (–2), WIS 14 (+2), CHA 12 (+1)
Skills Perception +6, Stealth +6
Senses darkvision 90 ft., passive Perception 16
Languages Aquan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Amphibious. The whirlwyrm can breathe air and water.
Whirlwind Speed. The whirlwyrm’s movements cause a rush of air that knocks creatures down. When the whirlwyrm moves while adjacent to a creature, the creature must succeed on a DC 16 Strength saving throw or be knocked prone and unable to make an opportunity attack against the whirlwyrm until the start of its turn. The creature is then immune to Whirlwind Speed until the start of the whirlwyrm’s next turn.
Actions
Multiattack. The whirlwyrm makes two attacks: one with its bite and one to constrict.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 feet, one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the whirlwyrm isn’t already constricting a creature, and the target is restrained until this grapple ends.
Discombobulating Roar (Recharge 5-6). The whirlwyrm exhales in a 30-foot cone. Each creature in that area must attempt a DC 16 Constitution saving throw, taking 44 (8d10) thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also frightened of the whirlwyrm for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success.
Sticky Spit. The whirlwyrm spits at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 16 Dexterity saving throw. A target takes 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained for 2 rounds (escape DC 16) and takes 14 (4d6) acid damage at the start of each turn that it is restrained by Sticky Spit.
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