Over 80% in first 3 turns, over half of the time in the first 2 turns. This, along with their 10 ft. reach with their claws and their size will make it tricky for the party to avoid attacks of opportunity. Aura of Mind Erosion. Some would say that the best offense is a good defense, but I disagree. 2.97 TIX. They’ll cater your wedding for a reasonable price. You can find the Sire of Insanity’s statblock on page 197 of Guildmaster’s Guide to Ravnica. If you are still at Level 5 of Insanity after 1d4 days, you progress to Level 6. If all else fails you still have Suggestion and Crown of Madness to shake things up on a single creature if need be. Instead, it resides in their unmatched ability to break the spirits and minds of friends and foes alike. Browse through cards from Magic's entire history. CASTING. EFFECT. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. The sire of insanity has some ridiculous defensive perks. $0.51. Insanity does not necessarily occur if Sanity points are low, but a lower Sanity score makes some forms of insanity more likely to occur after a character experiences an emotional shock. That’s a significant amount of damage mitigation. Each time you take away a party member’s turn, you lower the party’s total damage output. Player Rating: Community Rating: 3.815 / 5 (89 votes) The player rating is the overall rating for the card taking into account all player rating votes. Sire of Insanity. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Blood Speaker Champions of Kamigawa (U) 3/2 Cr - Ogre Shaman $0.69 . An amount that can remove a solid chunk of the party from combat for a few rounds. Sire of Insanity. AC: 17 (natural armor) They know a guy for that. Still, you steel yourself, knowing your sacred duty to cleanse the world of this demon. Land (34) Planeswalker (1) Enchantment (9) Artifact (11) Sorcery (12) Instant (8) Creature (24) View Combos. The sire’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Jun 12, 2014. Combine this with their high Deception and Intimidation and you have a creature that can play effective mind games with the party before combat ever breaks out. D&D Wiki ©Copyright 2011-2020 BoLS Interactive LLC. Lacking damage isn’t always a death sentence for a creature in 5e. described in the Guildmasters' Guide to Ravnica. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. This allows the sire to focus on its strength, crowd control, and disruption, while still being super threatening to the party. What a list of damage resistances and immunities! A character with permanent insanity may be reduced to a raving lunatic or may be outwardly indistinguishable from a normal person: either way, they may never go … Any creature that starts its turn within 30 feet of the sire must make a DC 18 Wisdom saving throw. Debauchery and depravity are rampant here. We also have an excellent trading opportunities finder tool that gets you trading in seconds! MILD INSANITY: 1-4 weeks duration, ONE form of insanity only. Lightning is just a nice bonus to tack on there. Inflicting the sire’s allies with Aura of Mind Erosion will give the party an advantage on imposing their crowd control on them. $6.70. Its victims become mindless lunatics. 1/day each: confusion, mass suggestion. Aura of Mind Erosion is a phenomenal trait. Markov Blademaster. Select TWO forms of insanity from the table herein, and have affected creature behave accordingly as long as the condition lasts. While that’s nothing to scoff at, it’s still below average for my expectations of a CR 12 creature. Details | Sets & Legality | Language | Discussion; x If you're looking for a specific comment, check the other printings as well. Ordering Information. Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp). Search for the perfect addition to your deck. Dungeon 5 – Abandoned Dwarven Mine: Yochlol, Sire of Insanity (Modified), Devourers (Modified) LEVEL UP! It’s not often that we see creatures with so many goodies in this portion of the statblock. Power / Toughness: 6 / 4. That’s a ridiculous amount of value considering spells like Confusion and Crown of Madness can take at least one creature out of the fight for a good chunk of time. DEX: 6 (-2) Bloodgift Demon Innistrad (R) 5/4 Cr - Demon $1.99 . Plus, have good modifiers in 2 out of 3 common saving throw abilities ain’t bad. Stress & Insanity A PC exposed to extreme mental exertion, soul-shivering horror, torture or bearing witness to unspeakable acts or sights can potentially suffer Stress.Some environmental effects can inflict Stress, such as surviving a particularly nasty battle, or spending several days without food. The Sire of Insanity is a monster in 5th ed. Dragon's Maze . Between Magic Resistance and the ridiculous amount of saving throw proficiencies that the sire has, it’s going to be almost impossible to crowd control this creature outside of using Dexterity-based spells. 2K 102 84K (1 Today) By PeteMohrbacher | ... Sire of Oreos! Mass Suggestion can also provide a bit of disruption to the party’s damage output once Confusion has been used up. 157 HP is a decent pool of health already, but it’s bolstered by quite a few high-value damage resistances and immunities. Memory Jar. I say guild but it’s more of a cult. Aura of Mind Erosion has to be the deadliest ability in the sire of insanity’s kit. Card Text: At the beginning of each end step, each player discards his or her hand. There they feed off the misery and debauchery that happens in the area. The sire is a dangerous creature, as most powerful demons are. However, that’s still not enough, in my opinion, to make up for the lacking damage. For someone with no interest in M:tG I just cannot get enough of this fantastic book. All the while your backline damage dealers can pick off the remainder of the party that isn’t crowd controlled or disrupted. Which is the exact opposite of what you were trying to accomplish by using this trait. Plan A: Cheat out Sire Of Insanity Turn 3 or earlier using Polymorph effects. The following is a list of Dungeons & Dragons 5th edition monsters. Malkavians are an enigmatic and deeply disturbed group of Cainites. Languages: Abyssal, Common, telepathy 120 ft. Magic Resistance would be overkill if it weren’t for their abysmal Dexterity modifier. While being such an enormous creature has its defensive advantages such as more HP, it comes with quite a few tactical disadvantages that you need to be wary of. WIS: 19 (+4) And they can see pretty much everyone. WANT SELL HAVE WATCH . It practically allows them to bypass most other saving throws due to the generous amount of saving throw proficiencies they have. Sire of Insanity. INSANITY In 4171 decks 4% of 107805 decks. It’s best if you can pair up the sire with some minions or allies to prop up their lacking damage. In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. While it’s the most common saving throw against spells in 5e, the sire’s Magic Resistance helps to alleviate this shortcoming. This is giving me some big Devilman Crybaby vibes. Hit: 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage. CHA: 22 (+6). Menu. Some links to stores and online shopping websites include an affiliate code. They draw sustenance from others’ suffering. That is ridiculous. Saving Throw Will negates. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Harrowing Insanity 7th-level Illusion: Casting time: 1 action Range: Touch Components: Verbal, Somatic, Material (powdered glass worth at least 200 gp, which the spell consumes) Hit Points: 157 Challenge: 12 (8,400 xp) Features Aura of Mind Erosion Innate Spellcasting Magic Resistance Actions Multiattack Bite … They have resistance or immunity to 3 super common elemental damage types: fire, cold, and poison. This material is posted under the fair use clause of copyright law. 5e has accounted for this with Legendary Actions--a pool of extra actions that can be taken at the end of other creatures' turns--and Lair Actions, which automatically occur in the creature's lair and take place at initiative count 20. While they have weaknesses, they’re by no means game-breaking. Clairvoyance and Major Image is useful for messing with the party/gaining more information about them before combat breaks out. Sire of Insanity. Sire of Insanity Huge fiend , chaotic evil. We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for us to earn fees by linking to Amazon.com and affiliated sites. Proficiency in Deception and Intimidation adds some excellent flavor to the sire of insanity. Conveniently, that's the first step in joining the Cult of Rakdos. Their ability score spread is phenomenal outside of their Dexterity. Reply. The sire of insanity is just a solid creature all around. Sire of Insanity ( Dragon's Maze, # 104 ) - This is the only printing of this card. Sire of Insanity. Their plentiful and impactful crowd control is super valuable in combat provided that you can prop up their lacking damage. To get back into the swing of things I decided to dedicate this Monster Monday to a demon. Yet since the sire has the tools to shift the odds further in their favor, you may as well use them. I really like it. Hit Points: 157Challenge: 12 (8,400 xp), https://dnd-wiki.org/w/index.php?title=Sire_of_Insanity_(5e)&oldid=310824. I don’t give those resistances as much weight. It further extends the range of the sire’s attack of opportunity. Sire of Insanity [DGM] Blood Baron of Vizkopa [DGM] Progenitor Mimic [DGM] Protect/Serve [DGM] Ascended Lawmage [DGM] Most searched. You too have succumbed to the sire. The creatures, in particular, are amazing. PERMANENT INSANITY: This lasts until a heal, restoration, or wish is used. Using minions or another creature that can dish out some solid damage is such a way to fix this problem. Creature — Human Wizard (3/3), Sacrifice Magus of the Jar: Each player exiles all cards from their hand face down and draws seven cards. Together Big G and Sire let you discard everyone’s hands and replenish yours at will. Huge fiend (demon), chaotic evil Sire Of Insanity is similar to Jin but discards all hands at the end of your turn, preventing your opponent from reacting (unless they top-deck something luckily). Kroxa, Titan of Death's Hunger [THB] Eligeth, Crossroads Augur [CMR] Sol Ring [CMR] Knight of the Ebon Legion [M20] Azure Fleet … Creature — Demon. Casting Cost: Card Type: Creature - Demon. Saving Throws: CON +8, INT +6, WIS +8, CHA +10 Gatherer is the Magic Card Database. Sire of Insanity. Sure there are bright spots to their offensive actions such as the bonus psychic damage and Claws’ reach. Major Image can be leveraged to further mess with the party and create further obstacles to disrupt the party in and out of combat. The Sire is relatively cheap and its colors are hard-castable. It includes all monsters appearing in an official Dungeons & Dragons 5th edition product. Sire of Insanity (Card) Sire of Insanity. They start on the right foot with their base defenses of 17 AC and 157 HP.