Eureeka’s Castle D&D 5E: Magellan & Slurms

WARNING: Mature Content

I obviously love Eureeka’s Castle. Let’s be plain about that. I really do—it was a formative thing of my youth, I still remember the theme song, and I think it is a wonderful children’s television program. If you have children, or if you are yourself a child, consider queuing up an episode or two instead of reading what’s below. If you are like me however (a jaded adult with a treasure chest of complexes) then by all means continue onward.


When Eureeka fell to evil the companion that joined her descent was the gentle dragon Magellan. His eager enthusiasm to help and protect became weaknesses exploited by the power hungry mage even before she murdered their tormentor. Since that fateful day Magellan has been fed a steady stream of vile energies and deceptions that have corrupted his soul to its very core, giving him an apathy sated only by a bloodlust fulfilled in service to his friend turned master.

Design Notes: Badass dragon coming right up! I peppered poison and vile traits throughout Magellan’s statblock, and obviously because we can’t forget the sneeze I snuck that into his Legendary Actions. Taking a look at the numbers, the DMG lands Magellan at 11.333 whereas the Blog of Holding is smack dab on 13. We’re going to go with 12.

As for Cooey: I can’t remember what this creature looked like or was alluded to be, so it’s up to the GM what to use. As long as it’s Medium-sized or smaller, and not a construct or elemental, whatever gets chosen will be a fitting choice.

What about the Slurms: I watered down gray oozes into teensy little creatures that have been transformed like their master Magellan into freakish deadly things. Ultimately they are watered down gray oozes that are damned hard to kill. Scroll below!

magellan eureekas castle dnd 5e


Large dragon, neutral evil
Armor Class 18 (natural armor)
Hit Points 171 (18d10+72)
Speed 50 ft.; Vilis Points 19


20 (+5) 15 (+2) 18 (+4) 10 (+0) 13 (+1) 15 (+2) 6 (–2)

17 (+3)

Saving Throws Str +9, Dex +6, Wis +5
Skills Athletics +9, Survival +5
Damage Resistances acid, cold, fire
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 11
Languages Common, Draconic, Vilespeech
Challenge 12 (8,400 XP)

Legendary Resistance (3/Day). If Magellan fails a saving throw, he can choose to succeed instead.

Mythical Creature. All of Magellan’s attacks are magical and he has advantage on saving throws against spells and other magical effects.

Vile Blood. Whenever a creature damages Magellan with a melee weapon attack and it is using a weapon that does not have reach, the creature takes 4 (1d8) necrotic damage. 


Multiattack. Magellan can use his Frightful Presence. He then makes four attacks: one bite, two claws, and one tail slap attack.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) piercing damage plus 4 (1d8) necrotic damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage plus 4 (1d8) necrotic damage.
Tail Slap. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 4 (1d8) necrotic damage.
Frightful Presence. Each creature of Magellan’s choice that is within 120 feet and aware of him must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Magellan’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 4–6). Magellan uses one of the following breath weapons.

  • Poison Breath. Magellan exhales venomous mist in a 60-foot cone. Each creature in that cone must make a DC 16 Constitution saving throw, taking 49 (11d8) poison damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more, a creature becomes poisoned for 1 minute. On each of its turns, a poisoned creature can use a bonus action to repeat the saving throw to try and vomit, ending the effect on itself on a success. 
  • Vile Breath. Magellan exhales unholy energies in a 120-­foot line that is 10 feet wide. Each creature in that line must make a DC 16 Charisma saving throw, taking 49 (11d8) necrotic damage on a failed save, or half as much damage on a successful one.


Magellan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Magellan regains spent legendary actions at the start of his turn.

  • Magic Detection. Magellan makes a Wisdom (Perception) check. This check is made as if he had cast detect magic, though he does not require an action to see magical auras.
  • Sneeze (Costs 2 Actions). Magellan sneezes in a 45-foot cone. Creatures in the area make a DC 16 Strength saving throw or take 21 (6d6) thunder damage. On a successful saving throw, a creature takes half damage. Creatures are moved 5 feet for each 5 thunder damage taken, and any creature that takes 10 or more thunder damage is knocked prone.
  • Tail Attack. Magellan makes a tail slap attack.



slurms eureekas castle dnd5e


Tiny ooze, chaotic evil
Armor Class 10
Hit Points 13 (3d4+6)
Speed 10 ft., climb 10 ft.


10 (+0) 11 (+0) 14 (+2) 3 (–4) 7 (–2)

6 (–2)

Skills Perception +2, Stealth +4
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 40 ft. (blind beyond this radius), passive Perception 12
Challenge 1/4 (50 XP)

Amorphous. The slurm can move through a space as narrow as 1 inch wide without squeezing.

Corrode Metal. Any nonmagical weapon made of metal that hits the slurm corrodes. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the slurm is destroyed after dealing damage. The slurm can eat through 2-inch-thick, nonmagical metal in 1d4 rounds.

Regeneration. The slurm regains 4 hit points if it starts its turn with at least 1 hit point.


Pseudopod. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage plus 5 (2d4) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative –1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. On a critical hit, the target’s Sin score increases by 1.

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