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Planeshifted Guide To Eldraine v2.0

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0% found this document useful (0 votes)
999 views117 pages

Planeshifted Guide To Eldraine v2.0

Uploaded by

Gary Dowell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AAAAAAPlaneshifted

Planeshifted
Planeshifted
Planeshifted
Planeshifted Guide
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Guide toto
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Magic:
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Credits
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CREDITS 2
Contents
Welcome to Eldraine ..................................................................4
Ch 1. The Realm and the Wilds ............................................ 5
History ................................................................................................ 5
The Realm ..........................................................................................5
Ardenvale ........................................................................................6
Embereth ........................................................................................6
Garenbrig ........................................................................................6
Locthwain .......................................................................................6
Vantress .......................................................................................... 6
The Boundary Lands .......................................................................6
The Wilds ...........................................................................................6
The Heart Land .......................................................................... 12
Dunbarrow ...................................................................................13
Sweettooth Village ..................................................................... 13
Loch Larent ................................................................................. 14
Winter's Home ............................................................................ 14
Kingdom of Storms ....................................................................15
Tuinvale .........................................................................................15
Ch 2. Character Classes .........................................................16
Cleric: Fear Domain ...................................................................... 17
Druid: Circle of Dreams ............................................................... 18
Fighter: Cavalier .............................................................................19
Paladin: Oathbreaker ....................................................................20
Sorcerer: Flame ............................................................................. 21
Wizard: Enchanter .........................................................................22
Ch 3. Character Origins ......................................................... 23 livia prime
Dwarf ................................................................................................24
Elf ...................................................................................................... 25
Faerie Borrower .............................................................................26
Faerie Pathlighter .......................................................................... 27
Faerie Pest ...................................................................................... 28
Faun .................................................................................................. 29
Human ..............................................................................................30
Ogre .................................................................................................. 31
Redcap ..............................................................................................32
Scarecrow ....................................................................................... 33
Treefolk ............................................................................................ 34
Undine ..............................................................................................35
Werefox ............................................................................................ 36
Ch 4. Feats ....................................................................................37
Ch 5. Spells .................................................................................. 38
Appendix A: Magic Items .......................................................43
Appendix B: DM Tools ............................................................ 46
Appendix C: Cosmology .........................................................49
Appendix D: Monsters ............................................................ 51
Appendix E: Rules Glossary ..............................................114

A Planeshifted Guide to the Wilds of Eldraine is unofficial Fan Content permitted under the Fan Content Policy. Not
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introduction
Welcome to Eldraine
ldraine is a medieval world filled with knights, castles, and magical creatures. Wild magic is
woven through the heart of the plane and two opposing but intertwined sides battle over it, impossible to untangle
E one from the other. Many cherished fables and fairy tales find a new life in Eldraine; from Little Red Riding Hood
to Three Blind Mice, classic stories are given twists and turns and re-imagined as part of this wondrous world.

What is Magic: the


Gathering?
Magic: the Gathering is a collectible trading card game of fun-
filled, strategic games to play with friends old and new. It is
another product from Wizards of the Coast, the creators of
Dungeons & Dragons, but exists in its own distinct multiverse.
Each plane in Magic is a unique world with distinct themes,
but each is full of magic and wonder.
Using this Book
This book is an in-depth guide to adventures on the plane of
Eldraine.
DMs can determine how much of this book they want to
share with their players. Characters native to another plane
might know nothing of the details herein, while Eldraine
natives could know everything in this book.
Chapter 1 gives an overview of life in Eldraine, its history,
and key locations.
Chapters 2–3 are your guide to creating an Eldraine
character. Chapter 2 presents options and guidelines for
character classes, and chapter 3 details the thirteen playable
species.
Chapter 4 presents a selection of 4 new feats available to
characters.
Chapter 5 presents nineteen new spells available to
spellcasting characters.
Appendix A provides the DM with rules for sixteen new
magic items.
Appendix B offers additional DM tools, including rules for
unique Eldraine curses and using renown for a campaign.
Appendix C details the Cosmology of Magic: the Gathering
and the specifics of planar magic as it pertains to Eldraine.
Appendix D presents the DM with over 60 stat blocks for
monsters and NPCs, including 2024-style updates for the 25
monsters from Monstrous Compendium Volume 4: Eldraine
Creatures.
Appendix E is a rules glossary that provides a quick
reference to relevant and updated rules in the 2024 D&D
Free Rules.

INTRODUCTION | WELCOME TO ELDRAINE 4


chapter one
The Realm and the Wilds
ldraine is a medieval world filled with knights, castles, and magical creatures. Wild magic is
woven through the heart of the plane and two opposing but intertwined sides battle over it, impossible to untangle
E one from the other: The Realm, the lands of human kingdoms, and the Wilds, the forest home of the fair folk.
Each court was established around a relic of tremendous
History magical power. They were originally elvish treasures from
when elves ruled the land, but their origin is unknown. These
Before the rise of humanity, elves ruled the land that is now relics are wondrous, mysterious objects with immense
the realm. Legends say that in ancient times the woods had magical power and a sentience that lies just beyond mortal
no borders and its wild growth stretched as far as the eye understanding. What is known for certain is that each of the
could see. According to the humans, the elves were proud, five relics is the physical embodiment of one of five virtues
arrogant, vain, and cruel, and they allowed any sort of magic and possesses the power to judge that virtue within
to flourish unchecked. They asserted that those who were too individuals. In the realm, the virtues of the relics (and their
weak to defend themselves should bend the knee to those judgement) are considered objective and inarguable, and it is
more powerful in exchange for protection. this infallibility around which all of realm society is built.
Eight or nine generations ago, humans rose to power and
drove the elves out of what would become the realm. They Virtues
pushed the elves into the forests, cleared large swaths of land
to free them from fae magic, and founded five knightly courts. Life in the realm revolves around five fundamental virtues:
The woods itself retreated with the elves, creating the divide loyalty, knowledge, persistence, courage, and strength. All
between the realm and the wilds that Eldraine has known in denizens of the realm, be they knights, nobles, or peasants,
the centuries since. strive to uphold these virtues in their everyday life. When a
person in the realm wishes to compliment or insult another,
The Wicked Slumber they will often cite their success or failure to live by one virtue
or another. The five virtues are established by the five relics
In the year 4562 AR, the biomechanical machine legion and are thusly treated with absolute respect and authority.
known as the Phyrexians launched an invasion of the The denizens of the realm see all the virtues as ideals to
multiverse, and Eldraine was one of the many planes strive for.
attacked. Within days of the invasion, the courts of the realm
had fallen. With no other recourse, Talion, the lord of the Fae Knights
cast a terrible curse known as the Wicked Slumber with the
help of three human witches. The curse caused the invading In the realm, knighthood is among the highest honors one
forces to fall into a deep sleep, and held them until the can receive. Knights are revered as champions, heroes, and
invasion could be stopped. paragons of virtue. Knights of the realm, who are all
However, the curse did not lift after the invasion's addressed with the honorific "Syr," have many
conclusion, but instead began to spread to the plane's living responsibilities, from protecting innocent townsfolk to going
inhabitants. Another planar invader, a nightmare on daring adventures in the wilds. Knights are often equipped
planeswalker called Ashiok, took advantage of this slumber with finely crafted armor and weaponry, ride noble steeds of
to use the inhabitants' nightmares against those still awake. various size and species, and occasionally wield powerful
Eventually, the three witches and Ashiok were defeated by magic drawn from the relic of their respective court.
the acting High King Will Kenrith, and Talion's half-fae Achieving knighthood in one of the courts means taking on
champion Kellan. The curse was finally ended, and the a quest to prove excellence in that court's virtue. In some
rebuilding of Eldraine could properly begin. courts, the final step to becoming a true knight involves being
judged by that court's relic.
The Realm The High Quest
Most of the realm is small hamlets and farmland, but it is
ruled over by five royal courts: Ardenvale, Vantress, About once a generation, a mysterious creature called the
Locthwain, Embereth, and Garenbrig. These courts serve Questing Beast chooses an extraordinary knight to undertake
and protect the people of the realm and uphold their a grueling challenge, called the Great Quest, to claim the
fundamental virtues. The five courts are mostly independent High Throne of the realm. Those seeking the High Throne
states, but they are unified as one realm under the rule of the must achieve knighthood from all five of the realm's royal
High Throne. Though they may harbor fierce rivalries on the courts, proving they are virtuous enough to be worthy of the
tournament grounds, they are rarely in open conflict with one loftiest position in the realm.
another and have never openly been at war.

5 CHAPTER 1 | THE COURT AND THE WILDS


Ego is the enemy of loyalty, because it undermines that
Ardenvale foundation of trust and harmony. Thus, Ardenvale knights
Perched on top of a hill overlooking the pastures and fields of strive to perfect their virtue by forsaking selfish thoughts and
the realm is Castle Ardenvale. Within its great white walls desires.
are acres of manicured lawns and precise, lush gardens. Near Knights of Ardenvale
the top of the castle's central tower, the Circle of Loyalty is The knights of Ardenvale are loyal above all else—not just to
protected by dozens of loyal guards. its rulers, but to each other, and to the entire community that
Ardenvale is a beacon of peace in the realm, standing as makes up the court. A true knight's loyalty trumps any sense
both a symbolic and literal object of power. Merely speaking of arrogance or self-importance: victory belongs to the group,
its name is thought to weave subtle magic of protection not to any individual member, and even a lone knight's glory
around the speaker and their allies. accrues to Ardenvale as a whole.
Ardenvale was originally the seat of the High King. After Ardenvale knights are fierce in battle, and all the more so
the Phyrexian invasion, the castle was evacuted and when fighting in a group. They rarely quest alone, and loyalty
overtaken. The temporary seat of the High King was moved means that no knight is ever left behind in the clutches of the
to castle Vantress, but the rebuilding effort for Castle enemy. When not engaged in battle or questing alone in the
Ardenvale is well underway. wilds, Ardenvale's knights love to gather at the court for
Rule of the High King company and conversation, treasures they value above all
others.
The current ruler of Ardenvale is the High King, Will Kenrith;
a human man and son of the previous High King. Though his Relic: The Circle of Loyalty
rule is unopposed, he did not complete the High Quest to At the heart of Castle Ardenvale is a magical ring of eternally
earn his title. burning silver fire known as the Circle of Loyalty. To be
Virtue: Loyalty named a knight of Ardenvale, aspirants must walk through
the flame, for its magic can detect selfish people and prideful
Ardenvale is built upon the core virtue of loyalty. The court motives. Those who pass through the flame unscathed are
sees loyalty as a foundation of kinship and trust that supports deemed worthy and knighted at the center of the ring itself.
the other virtues, not merely a slavish obedience to whoever Those who are burned are quickly pulled out and healed, but
happens to be in charge. rarely are they allowed to attempt the trial a second time.

CHAPTER 1 | THE COURT AND THE WILDS 6


Embereth Fear and cowardice are the enemies of valor, so Embereth's
knights strive to conquer their fear. Empty courage is an easy
The court of Embereth lies in the mountains near Ardenvale. way to get oneself killed, but true courage is knowing how to
To the locals, Embereth refers to the entire surrounding free use the gift of fear as a motivator for achievement.
city, while the large tournament complex some call a castle is
known by its "true" name: The Burning Yard. Knights
The Burning Yard is a large collection of competition Embereth's knights are famously optimistic, singularly
arenas, training rooms, and grandstands that hosts a never- certain that anything is achievable so long as you face it head-
ending tournament that features jousting, wrestling, on. They are gregarious and confident, and always willing to
horseback melee, one-on-one combat, archery, and other try new experiences, though they're not particularly long-
martial skills. It is a beloved destination known throughout lived. As a show of courage, Embereth knights never carry
the realm, and both knights and aspirants from all five courts shields and often incorporate the broken shields of
will come here to see how they stack up against the opponents into their armor.
competition. Participation is open to all brave enough to Embereth's knights are intrigued by irrationally dangerous
enter. quests, believing that the most frightening challenges are the
Rule by Council ones most worth conquering. A knight might seek to slay a
faerie that terrorized them as a child, a witch that took their
In place of a single ruler, Embereth has a ruling council made mother, or a giant that sat on their lover's house.
up of its knights and its noble class. The nobility in particular
have a reputation for hotheadedness and fiery passions, Relic: The Irencrag
which is reflected in the frequency of personal conflict "taken The Burning Yard is built beside the Irencrag—a massive
outside" to the Burning Yard. Such contests are rarely fatal, boulder glowing with volcanic heat. In order to become a
and all participants readily accept the outcome as a final knight of Embereth, an aspirant must first face the fear
resolution of the dispute. inspired by its red-hot surface in order to plunge their sword
Virtue: Courage into the boulder. If they are truly courageous, they can pull
their sword back out, but if they are cowardly or hindered by
Knights of Embereth believe that courage is the highest fear, the sword remains stuck in the Irencrag.
virtue, as nothing done without bravery can truly be According to Embereth knights, the Irencrag will speak to
considered virtuous. Without bravery, no one would ever try a aspiring knights in a voice only they can hear, often taunting
new thing or work to improve their skills. But with courage in them as a test of their courage.
one's heart, no challenge is too great.

7 CHAPTER 1 | THE COURT AND THE WILDS


Garenbrig
Built by giants long before the ascendancy of humans in the
realm, Castle Garenbrig is an enormous and strikingly odd
structure. The main bulk of Garenbrig is its relic, the Great Knights of Garenbrig
Henge, which sits atop a jutting stone outcropping. The rest To become a knight of Garenbrig, one must demonstrate a
of the castle encircles the Henge at a human size and scale, great feat of strength, something beyond the capabilities
making the court a harmonious fusion of giant-sized stone, expected of their size and species. The ruler of the court is
human construction, and natural growth. the arbiter of whether a feat of strength is worthy of
The large, central stone of Garenbrig forms the gnomon of knighthood.
a sundial. At certain times and dates, the monoliths Those who have earned knighthood take great pride in
surrounding the central stone align with the path of celestial their strength and deploy it readily, even in pursuits that the
bodies and open a temporary gateway into the deepest, other courts consider un-knightly. Garenbrig knights can
darkest parts of the wilds. often be found wrestling giants and fighting great beasts in
Rule of the King the forest, but they can just as often be found carrying water
in a fire brigade or clearing trees after a storm. They are fond
The current king of Garenbrig is a Stone Giant named of stories and contests in the great hall at Garenbrig, but
Yorvo, who towers over even others of his kind. He wears a most knights are found out in the world, helping and
crown fashioned from the broken weapons of those who have protecting the weak and innocent.
challenged him to claim his position. To all the court's knights
and nobles, Yorvo and his throne are a reminder of the Relic: The Great Henge
proper use of strength: protecting those less strong than The Great Henge is a large circle of enormous stone
yourself. monoliths arranged in a variety of shapes and patterns,
Virtue: Strength depending on when you visit it. A singular mountainous stone
slab dominates the center of the Henge and acts as the
Above all, the knights of Garenbrig prize raw physical gnomon of a massive sundial. At sunrise and sunset on
strength. A Garenbrig knight should be able to wield the certain dates, the shadows of the surrounding monoliths fall
largest weapons, wear the heaviest armor, and perform feats in such a way that the central stone becomes a magical gate
of strength that border on supernatural. They also value to the depths of the wilds. The surrounding calendar stones
strength of will and character—but as an addition to physical can be lifted and moved to align with the desired time and
power, not a replacement. location of the journey. Moving a monolith even slightly is a
Strength is the most external of the virtues, and this great feat of strength; moving several of them to the right
shapes the Garenbrig worldview. They view action as far positions to open the portal is enough to virtually guarantee a
more important than intention or desire and take a dim view Garenbrig knighthood.
of people who focus on their interior lives and personal virtue
without actually doing anything.
CHAPTER 1 | THE COURT AND THE WILDS 8
Virtue: Persistence
Locthwain In the view of Locthwain, persistence is the highest virtue
because it directs and marshals the other virtues toward a
At one point in time, Castle Locthwain was a mobile, flying purpose. In Locthwain, persistence means determination,
fortress—an enormous magical structure floating on purposefulness, commitment, tirelessness, the stubborn
rainclouds, constantly moving. Unfortunately, the Castle fell refusal to give up.
to the ground during the Phyrexian invasion, the mechanism
that kept it aloft permanently damaged. Knights of Locthwain
The interior of Locthwain is a labyrinth of narrow passages The knights of Locthwain are haughty, believing themselves
connecting great halls. Knights from other courts who have superior to other knights by their devotion to the highest
wandered in the maze have compared it to the wilds, virtue. They are pragmatic enough to flee a losing battle, but
suggesting that elven magic contributes to the sense of their persistence ensures that they will find some way to
disorientation and, eventually, terror that claims those who return and defeat their enemies.
become lost in the castle.
Relic: The Cauldron of Eternity
A Court without Rule The Cauldron of Eternity is said to be a huge stone cauldron
During the events of the Phyrexian invasion, the previous with the power to bestow everlasting life and restore life to
queen of Locthwain, an ancient elf called Ayara, was the dead, so long as it finds them worthy. When elves ruled
compleated; a process that transforms a creature into a the realm, Castle Locthwain sat atop the cave where the
Phyrexian and bends their mind to the machine legion. Cauldron of Eternity was housed. But when humans took
Shortly afterward, she was slain. Without a queen or council, over the realm, the Cauldron was lost to the wilds.
Locthwain's survivors now operate as mercenaries or knights Locthwain knights seek out the Cauldron of Eternity; once
errant. they did so to curry favor with queen Ayara, but now do so to
reverse the devastation suffered during the invasion.

9 CHAPTER 1 | THE COURT AND THE WILDS


Vantress
Castle Vantress rises like an island up from the surface of Knights of Vantress
Lochmere, a mist-shrouded lake in a remote part of the In Vantress, knighthood is knowledge applied to the
realm. Banners and pennants fly from its spires and water challenges of the world. Once knighthood is bestowed, the
flows freely throughout the fortress like an elaborate knights of Vantress continue to seek out new secrets, but they
fountain. The castle rests on top of a large shaft that is also venture out into the world and the wilds to put their
normally full of water. At the bottom of this shaft is a dim, knowledge to use. Many of them strive to help those who are
cave-like space where the Magic Mirror rests. in need of knowledge.
Castle Vantress is renowned as a center of scholarship in Loremages
the realm, and researchers and questioners from the other
courts often make the difficult journey to Vantress to find Vantress spellcasters, often called loremages, chroniclers, or
information that can't be found anywhere else. riddleseekers, seek out the lore of the wilds and dig into the
secrets of the convoluted magic of the fair folk. They are
Rule by Magic surprisingly daring and well-traveled scholars.
Unlike the other courts, Vantress has no official ruler. Instead, Relic: Indrelon, the Magic Mirror
the people of Vantress are led by the Magic Mirror itself. Still,
taking the orders of a sentient magical object that spends Vantress was formed around the Magic Mirror, an enormous
most of its time underwater can be quite a challenge, so most secret-hoarding mirror submerged deep beneath the lake
of the day-to-day responsibilities tend to fall on the Lochmere and guarded by merfolk. Its true name is Indrelon,
Archmage. The current archmage is an old human man, though only those who reside in Vantress call it by that name.
Gadwick the wizened. The mirror rewards the virtue of knowledge in all who come
before it in the form of magical boons and powers.
Virtue: Knowledge Recently, however, the magic mirror was stolen by the
Vantress knights believe that knowledge is the highest virtue. Stom Giant Lady Beluna, and taken to her castle of
Knowledge directs the proper application of every other Stormkeld in the Kingdom of Storms far above the realm.
virtue in varied circumstances and helps to prevent problems In times past, knighthood at Vantress was achieved by
from worsening into deeper problems. The enemy of telling the mirror a secret it did not already know. That
knowledge is not just ignorance but rigid thinking and responsibility now technically falls to the archmage, but some
hidebound traditions. The knights of Vantress must be able to aspirants take on the quest to sneak into the giant's castle to
adapt their understanding of the world based on new seek the mirror itself.
information and new ideas.

CHAPTER 1 | THE COURT AND THE WILDS 10


The Boundary Lands Orrinshire
The boundary lands are a nebulous region between the Orrinshire is a shepherd village that lies at a remote edge of
Realm and the Wilds traversed by a cart road. Both humans the Realm. Yearly visits from a single traveling merchant
and fair folk frequent these lands, trading with each other for serve as a holiday on their own. The village avoided both the
coin. Rangers are often hired by travelers for safe passage Phyrexian invasion and the Wicked Slumber. Orrinshire is
through these lands. best known for its wool, and there are at least five times as
many sheep in the village as people.
Tanglespan
Delverhaugh
The Tanglespan is a giant chasm in the boundary lands.
Created outside Castle Locthwain during the Phyrexian Delverhaugh is a dwarven fortress, situated underground
invasion, it is crossed by a network of plant bridges and near lake Lochmere and Castle Vantress. Many refugees
beanstalks. Fauns map out the crisscrossing pathways from Embereth relocated to Delverhaugh during the
spanning the chasm, and guide travelers across the chasm in Phyrexian invasion. The settlement is known for its elaborate
exchange for a modest toll. They often have to fend off trolls and lavish Grand Balls, to which only the most prestigious
who also inhabit the chasm. and renowned individuals of Eldraine are invited.
The Wilds
The Wilds are an enchanted environment with shifting The Heart Land
borders, where distance, direction, time, and the seasons all
seem to be distorted and where both monsters and curses The entire land of Eldraine was once ruled by the elves, and
abound. The wilds are unruly, diverse, unstructured, the Heart Land contains the ruins of the lost elven dominion.
unpredictable, and ungoverned. Its perimeter is guard by four pyramids, each with a pair of
Dozens of different types of creatures dwell in the wilds, obelisks on top, and is surrounded by a river.
called "fair folk" by the humans of the realm. They live The closest thing the Wilds have to a ruling body is a
together in an anarchic and uneasy stasis, too disorganized to Council of Druids, elves who wish to return the plane to the
go to war but too unruly to live in peace. days of elvish rule. They meet in an amphitheater made out of
The magic of the wilds is just as untamed and diverse as the remains of a petrified dragon, situated in the heart of the
the people who live there, manifesting in strange and often Heart Land. No single druid holds authority over the council,
beautiful ways. It can be alluring, empowering, healing, but by longstanding tradition, the five eldest druids hold seats
restorative, and refreshing; but it can also be repellent, of honor—representing the five magical sites of their ancient
enervating, and destructive. Claiming some of this magic, or realm.
even simply understanding it, is one of the primary reasons
that knights of the realm undertake quests into the wilds.
Dunbarrow Sweettooth Village
The village of Edgewall in the lands of court Garenbrig lies Sweettooth Village is a place of legend, and few know its
on the edge of the wilds. Despite warnings, many travel exact location in the wilds. It is a village made entirely of
through to Loch Larent for fishing, and children seek candy; gingerbread houses with frosting shingles, licorice
adventure in the woods. But the misty marsh of Dunbarrow trees and chocolate streets. It is said that a Dunbarrow witch
lies just beyond the twisted trees. created the place, and would leave trails of gumdrops leading
Dunbarrow is known as a haven for witches; those humans to its location, in order to lure children from nearby villages.
who seek magic power unfettered from fae riddles. Here they Whether or not the legends are true, the place is very real.
live in cabins and gather in covens, uncovering ancient Every so often a traveler stumbles upon a gumdrop trail and
secrets and preying on those who stray from Edgewall's finds themself in the village. And the village is not abandoned;
roads. Aside from the witches themselves, this place is home candied horrors still roam its streets. Those who eat the
to giant spiders and a number of faerie pests. candy of Sweettooth Village almost always end up as snacks
themselves.
Winter's Home
Loch Larent Winter's Home is the icy castle created by the witch Hylda
A popular lake for fishing in the farthest reaches of during the time of the Wicked Slumber. The main tower
Dunbarrow, Loch Larent is a week's journey from Edgewall. stands on a rocky cliff overlooking Loch Larent. The road to
Eerie blue lights have been seen to bob and weave below the the castle is paved with glittering crystal gravel, and a pile of
surface. bodies at the outermost drawbridge marks the point most
Similarly to Lochmere in the realm, Loch Larent is home adventurers fell. A series of five portcullises lead to
to native merfolk that live deep underwater. While most successive fortresses with seemingly never-ending walls and
merfolk are content to study magic and lore, some present a drawbridges leading to nowhere.
danger to fishermen, dragging them below the waves. Hylda eventually relinquished her crown. Without its
magic, Winter's Home is slowly melting.
Tuinvale
Kingdom of Storms Tuinvale is the home of the High Fae deep within the wilds.
Ageless and inhuman, high fae are the oldest creatures in
The Kingdom of Storms is a kingdom of storm giants Eldraine, embodying the natural splendor and danger of the
situated above the Wilds. A land of cottages, keeps, and wilderness. The high fae are ruled by Talion, the Kindly Lord.
towers spread across islands of magical cloud, it can only be Talion is as strange, ancient, and fickle as the wilds of
reached by climbing massive beanstalks known as Eldraine, and the Kindly Lord demands fealty and respect
Everstalks. Besides its ruling storm giants, its inhabitants from followers.
include other giant creatures such as geese, oxen, and Talion's court is a palace of hewed stone. Its ground is
elemental elk known as tempest harts. covered in cool moss and silver grass. The mind-bending
Stormkeld is a massive marble castle in the clouds. It is structures of the court shift and glimmer as if translucent,
home to the storm giant Lady Beluna and current location of and vary from thatched houses the size of mountains to
Indrelon, the Magic Mirror of court Vantress. When Beluna's miniature castles populated by miniature knights. Atop a
pet Beanstalk Wurms escape the castle and plant themselves staircase, Talion's glittering throne room within smells of
in the ground below, they are known to destroy villages, perfume, while the throne itself is shrouded in shadow. Its
forming new Everstalks. twisted trees bear jeweled fruit. Adventurers are invited to
speak to a High Fae by the appearance of an archway made of
ethereal, translucent stone.
chapter two
Character Classes
hen you create a character for Dungeons & Dragons, you choose a class from the options
presented in the Player's Handbook. Characters of any class can be found on Eldraine, though some are
W rarer than others. The following section provides guidelines on playing certain classes in Eldraine, and
presents six subclass options. The Artificer class is from Tasha's Cauldron of Everything.
Artificers. For artificers, technology on Eldraine is
clockwork, and constructs can be brought to life with Fae
magic. Alchemists would likely study the flora of the Wilds.
Barbarian. Warriors who channel their rage are most
common among the courts of Embereth and Garenbrig,
where strength and courage are highly valued.
Bard. Stories and legends are the lifeblood of Eldraine.
Bards are abundant across the plane as storytellers, actors,
and local musicians.
Cleric. Eldraine has no pantheon of gods. Clerics on
Eldraine don't worship deities, but might instead follow
powerful entities like Dragons, Giants, or High Fae. The
Domains might also represent the virtues of the courts.
Druid. Druids are common on Eldraine as spellcasters with a
deep connection to the Wilds and Fae magic.
Fighter. Warriors of all kinds can be found all across
Eldraine, both in the Realm and the Wilds.
Monk. Monks aren't common on Eldraine, but might
represent pugilists and brawlers who have honed their skills
uniquely.
Paladin. Not all knights of Eldraine are Paladins, but
Paladins perfectly embody a knight who swears to uphold his
court's virtue and channels the magic of the court's relic.
Ranger. Those skilled in navigating both the Realm and the
Wilds are highly prized, and the Boundary Lands seek to
employ many Rangers to defend them from the dangers of
the roads.
Rogue. Rogues are especially common among the species of
Wilds, such as Redcaps and Faeries, who use skill and speed
to harass the inhabitants of the Realm. Rogues might also
represent thieves and specialists from the Realms larger
cities.
Sorcerer. Sorcerers have an innate magic, and are common
across Eldraine in all places and species.
Warlock. Patrons on Eldraine might be High Fae, Dragons,
powerful witches, or powerful creatures from other planes.
Wizard. Wizards would be most common in the Court of
Vantress, which values knowledge and magic, but each Court
and even the Fae have their own similar magics.

CHAPTER 2 | CHARACTER CLASSES 16


Cleric Subclass
When you choose a Cleric subclass at level 3, you can choose
the Fear Domain subclass detailed in this section.
Fear Domain Level 3: Dreadful Aspect
Bring Terror and Turn Foes When you use your Channel Divinity to Turn Undead, you can
choose creatures of any creature type, rather than only
In order to become a knight of Embereth, an aspirant must Undead.
plunge their weapon into the Irencrag, then retrieve it. Doing
so fills the mind with whispers of visions of fear, a test for the Level 3: Blessing of Fear
virtue of courage. Phobomancy is a tradition of magic that As a Magic action, you can choose yourself or a willing
seeks to utilize this fear to end battles before they even begin. creature within 30 feet of yourself to have Advantage on
Level 3: Fear Domain Spells Charisma (Intimidation) checks. This blessing lasts until you
finish a Long Rest or you use this feature again.
Your connection to this divine domain ensures you always
have certain spells ready. When you reach a Cleric level Level 6: Irencrag Whispers
specified in the Fear Domain Spells table, you thereafter When a creature within 30 feet of you makes a D20 Test, you
always have the listed spells prepared. can take a Reaction and expend a use of your Channel
Fear Domain Spells Divinity to give that creature a –10 penalty to the roll.
Cleric Level 17: Avatar of Fear
Level Spells
You gain Resistance to Psychic damage and Immunity to the
3
Arms of Hadar, Crown of Madness, Darkness, Frightened condition.
Wrathful Smite
5 Fear, Hunger of Hadar
7 Compulsion, Phantasmal Killer
9 Dream, Mislead

17 CHAPTER 2 | CHARACTER CLASSES


Druid Subclass The target regains a number of Hit Points equal to the total,
When you choose a Druid subclass at level 3, you can choose and gains 1 Temporary Hit Point per die spent. You regain
the Circle of Dreams subclass detailed in this section, an spent dice when you finish a Long Rest.
update for the Circle of Dreams subclass from Xanathar's Level 6: Hearth of Moon and Shadow
Guide to Everyting. When you begin a Short or Long Rest, you can create a 30-
Circle of Dreams foot Emanation of magic that remains stationary. While in the
Emanation, you and your allies gain a +5 bonus to Dexterity
Walk Awake in the Realm of Sleep (Stealth) checks and Wisdom (Perception) checks. Sources
of Bright Light, such as campfires or torches, aren't visible
Talion, the Lord of the High Fae, cast the Wicked Slumber from outside the Emanation.
over Eldraine to push back invaders from another plane. The Emanation disappears when you finish the rest or if
While many simply slept under the spell, some druids drew you leave the Emanation.
strength from their dreams and learned to walk its hidden
paths even while awake. Level 10: Hidden Paths
Level 3: Circle of Dreams Spells As a Bonus Action, you can teleport up to 60 feet to an
unoccupied space you can see. Alternatively, you can take a
When you reach a Druid level specified in the Circle of the Magic action to teleport one willing creature you touch up to
Dreams Spells table, you thereafter always have the listed 30 feet to an unoccupied space you can see.
spells prepared. You can use this feature a number of times equal to your
Circle of Dreams Spells
Wisdom modifier (minimum of once), and you regain all
expended uses when you finish a Long Rest.
Druid Level Prepared Spells
3 Dancing Lights, Misty Step, Sleep Level 14: Walker in Dreams
When you finish a Short Rest, you can cast one of the
5 Slow following spells, without expending a spell slot or requiring
7 Banishment Material components: Dream (with you as the messenger),
9 Dream
Scrying, or Teleportation Circle.
When you cast Teleportation Circle this way, it opens a
portal to the last location where you finished a Long Rest on
Level 3: Balm of Talion's Court your current plane of existence, rather than a permanent
You have a pool of healing power represented by a number of teleportation circle whose sigil sequence you know. If you
d6s equal to your Druid level. As a Bonus Action, you can haven't taken a Long Rest on your current plane, the spell
choose an ally you can see within 120 feet of you (which fails.
could be yourself) and spend a number of those dice up to Once you use this feature, you can't use it again until you
half your Druid level. Roll the dice and add them together. finish a Long Rest.
CHAPTER 2 | CHARACTER CLASSES 18
Fighter Subclass The marked target has Disadvantage on attack rolls against
creatures other than you, and you deal an extra 1d6 Force
When you choose a Fighter subclass at level 3, you can damage to the target whenever you hit it with an attack roll.
choose the Cavalier subclass detailed in this section, an You can use this feature a number of times equal to your
update for the Cavalier subclass from Xanathar's Guide to Strength modifier (minimum of once), and you regain all
Everyting. expended uses when you finish a Long Rest.
Cavalier Level 7: Warding Maneuver
Courageously Charge into Combat If you or a creature you can see within 5 feet of you is hit by
an attack roll, you can take a Reaction to roll 1d8 and add the
While many knights of the courts engage in mounted combat, total to the target's AC against that attack. If the attack still
Cavaliers excel at it. They lead the charge, and learn to guard hits, the target has Resistance against the attack's damage.
their allies from harm with superior positioning and tactics. You can use this feature a number of times equal to your
Constitution modifier (a minimum of once), and you regain all
Level 3: Faithful Steed expended uses when you finish a Long Rest.
You learn the Find Steed spell and always have it prepared.
You can cast it once without a spell slot, and you regain the Level 10: Hold the Line
ability to cast it that way when you finish a Long Rest. You can make Opportunity Attacks against creatures that
Wisdom is your spellcasting ability for it. move 5 feet or more while within your reach. When you hit a
creature with an Opportunity Attack, the creature's Speed
Level 3: Born to the Saddle becomes 0 for the rest of the current turn.
Mounting a creature costs you 5 feet of movement, rather
than half your Speed. Level 15: Ferocious Charger
In addition, you have Advantage on saving throws you If you move at least 20 feet straight toward a creature
make to avoid falling off your mount. When you fall off your immediately before you hit it with a melee attack as part of
mount, if you fall no more than 10 feet and don't have the the Attack action on your turn, the target has the Prone
Incapacitated condition, you don't land with Prone condition. condition if it is Large or smaller. You can use this feature
only once per turn.
Level 3: Unwavering Mark
When you hit a creature with a melee attack, you can Level 18: Legendary Defender
immediately take a Bonus Action to mark that creature as You can take up to three Reactions per round, but only one
your quarry until the end of your next turn or until you have per turn and only to make Opportunity Attacks.
the Incapacitated condition.
19 CHAPTER 2 | CHARACTER CLASSES
Level 3: Dreadful Aspect
Paladin Subclass As a Magic action, you channel your darkest emotions into a
burst of magical menace. Each creature of your choice within
When you choose a Paladin subclass at level 3, you can 30 feet of you must make a Wisdom saving throw. If the
choose the Oathbreaker subclass detailed in this section, an creature fails its save, it has the Frightened condition for 1
update for the Oathbreaker subclass from the Dungeon minute. If a Frightened creature ends its turn more than 30
Master's Guide (2014). feet away from you, it can repeat the Wisdom saving throw,
ending the effect on itself on a success.
Oathbreaker
Tenets Abandoned Level 7: Aura of Hate
While in your Aura of Protection, you and your allies gain a
An Oathbreaker is a paladin who breaks their sacred oaths to bonus to melee damage rolls equal to your Charisma
pursue some dark ambition or serve an evil power. Whatever modifier (minimum of +1).
light burned in the paladin's heart has been extinguished.
Only darkness remains. Level 15: Supernatural Resistance
Level 3: Oathbreaker Spells
You gain Resistance to Bludgeoning, Piercing, and Slashing
damage.
The magic of your oath ensures you always have certain
spells ready; when you reach a Paladin level specified in the Level 20: Dread Lord
Oath of Vengeance Spells table, you thereafter always have As a Magic action, you can fill your Aura of Protection gloomy
the listed spells prepared. shadows for 1 minute. Bright Light in the aura is reduced to
Paladin Level Spells
Dim Light. Your enemies have Disadvantage on attack rolls
while in the aura. Whenever a creature that has the
3 Hellish Rebuke, Inflict Wounds Frightened condition starts its turn in aura, it takes 4d10
5 Crown of Madness, Darkness
Psychic damage.
While the shadows last, you can take a Bonus Action to
9 Bestow Curse, Summon Undead cause the shadows to attack one creature in the aura. Make a
13 Blight, Confusion melee spell attack against the target. If the attack hits, the
target takes Necrotic damage equal to 3d10 + your Charisma
17 Contagion, Dominate Person modifier.
Once you use this trait, you can't do so again until you
finish a Long Rest.
CHAPTER 2 | CHARACTER CLASSES 20
Sorcerer Subclass
The Flame Sorcery subclass will be added after the release of A Planeshifted Guide to Avishkar.
Check back after the release of Magic: the Gathering's Aetherdrift set!

21 CHAPTER 2 | CHARACTER CLASSES


Wizard Subclass On each of your subsequent turns, you can take a Magic
When you choose a Wizard subclass at level 3, you can action to extend the duration of this effect until the end of
choose the Enchanter subclass detailed in this section, an your next turn. The effect ends if the target is ever more than
update for the School of Enchantment subclass from the 5 feet away from you, if the target can neither see nor hear
Player's Handbook (2014). you, or if the creature takes damage.
If a creature's saving throw is successful or the effect ends
Enchanter for it, it can't be affected by this feature again until you finish
a Long Rest.
Bend Others' Will to Your Own
Level 6: Instinctive Charm
The faeries, especially the High Fae, are known for magic When a creature you can see within 30 feet makes an attack
that beguiles and entrances the mind. Witches seek out this roll against you, you can take a Reaction to divert the attack.
magic to bewitch and trick mortals into bargains, while The attacker must succeed on a Wisdom saving throw or
peaceful wizards seek it out to calm emotions and bring change the target of its attack to another creature of your
peace. Most enchanters fall somewhere in between. choice within range. On a successful save, you can't use this
Level 3: Enchantment Savant feature on the attacker again until you finish a Long Rest.
Creatures that have Immunity to the Charmed condition
Choose two Wizard spells from the Enchantment school, automatically succeed on saves against this effect.
each of which must be no higher than level 2, and add them
to your spellbook for free. Level 10: Split Enchantment
In addition, whenever you gain access to a new level of When you cast a level 1+ Enchantment spell that can be cast
spell slots in this class, you can add one Wizard spell from with a higher-level spell slot to target an additional creature,
the Enchantment school to your spellbook for free. The such as Charm Person, you can increase the spell's effective
chosen spell must be of a level for which you have spell slots. level by 1.
Level 3: Hypnotize Level 14: Alter Memories
As a Magic action, choose one creature that you can see When you cast an Enchantment spell, you can modify it so
within 5 feet of yourself. If the target can see or hear you, it the target doesn't know it was Charmed by you when the
must succeed on a Wisdom saving throw against your wizard spell ends. If you do so, you can permanently eliminate the
spell save DC or have the Charmed condition until the end of target's memory of events while Charmed. A Remove Curse
your next turn. While Charmed, the target has the or Greater Restoration spell cast on the target restores the
Incapacitated condition and its Speed is 0 and can't increase. target's memory.
CHAPTER 2 | CHARACTER CLASSES 22
chapter three
Character Origins
etermining your character's origin involves choosing a background, a species, and two
languages. When making those choices for a character from Rabiah, you choose from the options presented in
D this chapter instead of those in the Player's Handbook.
Choose a Background Choose Languages
When you choose a background, choose an option presented When you choose languages, choose from the options
in the Player's Handbook. Characters of any background can presented in the Standard Languages table below. Every
be found on Eldraine, though some are rarer than others. player character knows Common, which originated with the
Acolyte. Religion is not widely practiced on Eldraine. humans of Eldraine. The other standard languages
Characters with the Acolyte background might be devout originated with the first members of the most prominent
servants of a knightly court, or servants of a powerful entity species of Eldraine. Your character knows at least three
such as a High Fae, a Dragon, or a Dunbarrow Witch. languages: Common plus two languages you roll or choose
Sailor. There is a sea beyond the Wilds, but its location from the Standard Languages table.
and what lies beyond it are unknown to all but the High Fae.
Characters with the Sailor background are likely sailors of Standard Languages
one of Eldraine's lakes, such as Lochmere or Loch Larent. 1d6 Language Origin
These waters are known to harbor pirates who waylay trade 1 Common Humans
ships that carry supplies between the courts.
2 Common Sign Language Humans
Choose a Species 3 Dwarvish Dwarves
When you choose a species, choose from the species options 4 Elvish Elves
presented in the following section.
At the DM's discretion, if your character is a visitor to 5 Giant Giants
Eldraine from another plane of existence, you can choose a 6 Goblin Redcaps
species from another book. Species from across the Magic:
the Gathering multiverse can be found in Guildmaster's The Rare Languages table lists languages that are either
Guide to Ravnica, Strixhaven: A Curriculum of Chaos, Mythic secret or derived from other planes of existence and thus less
Odysseys of Theros, the original Plane Shift supplements, widespread on Eldraine. Some features let a character learn
and the rest of my Planeshifted Guides series. a rare language.
Rare Languages
Language Origin
Aquan Merfolk
Druidic Druids
Celestial Archons
Deep Speech Nighmares
Draconic Dragons
Infernal Demons
Thieves' Cant Criminals
Sylvan High Fae

chris rahn
23 CHAPTER 3 | CHARACTER ORIGINS
Species Descriptions
Thirteen species are presented in this section in alphabetical
order: Dwarf, Elf, Faerie Borrow, Faerie Pathlight, Faerie Dwarf Traits
Pest, Faun, Human, Ogre, Redcap, Scarecrow, Treefolk, Creature Type: Humanoid
Undine, and Werefox. Size: Medium (about 4-5 feet tall)
Dwarf Speed: 30 feet
Most dwarves are stout, squat, and bearded, with As a Dwarf, you have these special traits.
complexions similar to humans. They are industrious miners Darkvision. You have Darkvision with a range of 120 feet.
and jewelers who value hard work and independence, and Poison Resilience. You have Resistance to Poison
control over natural resources is an important aspect of damage. You also have Advantage on saving throws you make
dwarf society. to avoid or end the Poisoned condition.
While most dwarves highly value their individual ability to Stonecunning. As a Bonus Action, you gain Tremorsense
take care of themselves and pull their own weight, most with a range of 60 feet for 10 minutes. You must be on a
ultimately prefer strength in numbers. Dwarves usually stone surface or touching a stone surface to use this
choose to live in tight-knit family groups that hold claim to Tremorsense. The stone can be natural or worked.
mineral deposits. Each vein of gold or cave of sapphires is You can use this Bonus Action a number of times equal to
controlled by a different clan of dwarves. Dwarf households your Proficiency Bonus, and you regain all expended uses
are underground, carved out of massive crystal and gems and when you finish a Long Rest.
far away from natural light sources. Toughness. Your Hit Point maximum increases by 1, and it
The majority of dwarves are put off by the hierarchy and increases by 1 again whenever you gain a level.
stuffiness of the human courts and prefer to live out in the
wilds, but the fearless camaraderie of the Court of Embereth
appeals to some.

CHAPTER 3 | CHARACTER ORIGINS 24


kari christensen

Elf
Elves are lithe fair folk that stand just shorter than humans,
with a range of earthen skin tones and tall, pointed ears. They
bear keen, quick expressions, and their innate connection to
the natural world leads them to often patrol the forests as
rangers, archers, scouts, and druids.
The elves were the original inhabitants of the Realm before
humans. For some elves, especially those who were alive at
the time, resentment lingers in their hearts towards the
humans and the Realm. Some elves actively hunt humans,
just as they hunt deer and boars in the forest. Encounters
between elves and humans do not always erupt in violence,
but they are almost never warm.
Locthwain Elves
When the ancient elven rulers lost their claim, one remained
when the others retreated to the wilds. The elven queen
Ayara joined the newly formed Realm of humans and helped
found the court of Locthwain. Some elves remained with her,
or returned from the wilds to join her court. These noble,
graceful elves wear elaborate headdresses and elegant attire,
and consider themselves more civilized than their bretheren.
Wild Elves Elf Traits
The elves of the wilds have little in common with their kinfolk Creature Type: Humanoid
who have stayed in the Realm. Among the fair folk, elves are Size: Medium (about 5-6 feet tall)
most home in the deep forests of the wilds. They are adept at Speed: 30 feet
hiding among the trees and attuned to the mana of the As an Elf, you have these special traits.
forests. Due to their innate connection to the natural world, Darkvision. You have Darkvision with a range of 60 feet.
elves often patrol the forests as rangers, archers, scouts, and Elven Lineage. You are part of a lineage that grants you
druids. supernatural abilities. Choose a lineage from the Elven
Redtooth Elves
Lineages table. You gain the level 1 benefit of that lineage.
When you reach character levels 3 and 5, you learn a
Redtooth Keep is the last remaining elven citadel, located higher-level spell, as shown on the table. You always have that
somewhere in the wilds. The elven inhabitants who live there spell prepared. You can cast it once without a spell slot, and
have all suffered a terrible curse. These elves are represented you regain the ability to cast it in that way when you finish a
by the Werefox species, detailed later in this chapter. Long Rest. You can also cast the spell using any spell slots
you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for the spells you cast with this trait (choose the ability
when you select the lineage).
Fair Folk. You have Advantage on saving throws you make
to avoid or end the Charmed condition.
Test Keen Senses. You have proficiency in the Insight,
Perception, or Survival skill.
Elven Lineage
Lineage Level 1 Level 3 Level 5
You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can Detect
Locthwain Misty Step
replace that cantrip with a different cantrip from the Wizard spell list. Magic
Pass Without
Wild Your Speed increases to 35 feet. You also know the Druidcraft cantrip. Longstrider
Trace

25 CHAPTER 3 | CHARACTER ORIGINS


Faerie Borrower Traits
Faerie Creature Type: Fey
Size: Small (about 5-6 inches tall)
The fae of Eldraine are among the most diverse in the Speed: 30 feet
multiverse. Though all are winged humanoid creatures, they As a Faerie Borrower, you have these special traits.
appear in many different shapes, sizes, and temperaments. Fey Passage. You can move through a space as narrow as
Faerie Borrower 1 inch without spending extra movement to do so.
Flight. Because of your wings, you have a Fly Speed equal
Faerie borrowers, also known as thieving fae, stand less than to your Speed. You can't use this Fly Speed if you're wearing
six inches tall, with blue or blue-gray skin and hair, and wings Medium or Heavy armor.
resembling shards of broken glass. True to their name, they Naturally Stealthy. You can take the Hide action even
take great joy in stealing whatever they can fly away with. when you are obscured only by a creature that is your size or
Borrowers often adorn themselves with their trophies, filing larger.
keys and needles into swords and fashioning buttons and Nimbleness. You can move through the space of any
scraps into armor. Borrowers can tend to be cocky and creature, but you can't stop in the same space.
boastful, but are also quick to dart away from battle on their Rare Language. When you choose languages you know,
nimble wings. Borrowers are the most common type of faerie you can choose Sylvan.
encountered in the Realm, where they enjoy infiltrating Tiny Build. You have Advantage on ability checks you make
human homes and castle to pilfer their possessions. to end the Grappled condition. You also count as one size
smaller when determining your carrying capacity.

CHAPTER 3 | CHARACTER ORIGINS 26


Faerie Pathlighter Traits
Creature Type: Fey
Size: Medium (about 5-7 feet tall)
Speed: 30 feet
Faerie Pathlighter As a Faerie Pathlighter, you have these special traits.
Pathlighters, sometimes called meddling fae, have an almost Faerie Magic. You know the Dancing Lights cantrip. When
angelic appearance. They are as tall as adult humans with you reach character level 3, you learn the Detect Magic spell.
translucent wings, flowing garments, and an eerie glowing When you reach character level 5, you learn the Locate
aura. Motes of magical light drift around their heads. Object spell. You always have those spells prepared. You can
Pathlighters love to pry into human affairs. Sometimes they cast each spell once without a spell slot, and you regain the
wish to help (like a classic fairy godparent), and other times to ability to cast it in that way when you finish a Long Rest. You
harm. In the Wilds, pathlighters use their natural glow to can also cast the spell using any spell slots you have of the
guide the lost; either safely back to the Realm, or deeper to appropriate level.
their doom. Though they are fickle, they are the few fae who Intelligence, Wisdom, or Charisma is your spellcasting
are sometimes truly benevolent, helping unfortunate souls or ability for the spells you cast with this trait (choose the ability
granting desperate wishes. Still, most humans are wary to when you select this species).
put their fates in the hands of a faerie. Flight. Because of your wings, you have a Fly Speed equal
to your Speed. You can't use this Fly Speed if you're wearing
Medium or Heavy armor.
Illumintation. You shed Dim Light in a 15-foot radius.
Rare Language. When you choose languages you know,
you can choose Sylvan.

27 CHAPTER 3 | CHARACTER ORIGINS


Faerie Pest Traits
Creature Type: Fey
Size: Small (about 2-4 feet tall)
Speed: 30 feet
As a Faerie Pest, you have these special traits.
Faerie Pest Faerie Magic. You know the Mind Sliver cantrip. When
you reach character level 3, you learn the Bane spell. When
Faerie pests, also called prankster fae or naughties, are about you reach character level 5, you learn the Blindness/Deafness
the size of a human child, with mottled gray skin, sullen white spell. You always have those spells prepared. You can cast
eyes, and feathery black wings. They are considered the most each spell once without a spell slot, and you regain the ability
mercurial of the fae, and revel in pranks that cause to cast it in that way when you finish a Long Rest. You can
annoyance, anger, and pain. It is quite common for their also cast the spell using any spell slots you have of the
"pranks" to turn deadly; they are known to wield thought- appropriate level.
manipulating magic along with sharp blades coated in poison Intelligence, Wisdom, or Charisma is your spellcasting
for such occasions. ability for the spells you cast with this trait (choose the ability
when you select this species).
Flight. Because of your wings, you have a Fly Speed equal
to your Speed. You can't use this Fly Speed if you're wearing
Medium or Heavy armor.
Rare Language. When you choose languages you know,
you can choose Sylvan.

CHAPTER 3 | CHARACTER ORIGINS 28


Faun Traits
Creature Type: Fey
Size: Medium (about 4-7 feet tall)
Speed: 30 feet
As an Angel, you have these special traits.
Faun Magic Resistance. You have Advantage on saving throws
against spells.
Fauns are humanoids with goat-like traits, including fur, tails, Mirthful Leap. When you make a Long Jump or a High
horns, and hooves. Fauns are typically reclusive, living deep Jump, you can roll 1d8 and add the total to the number of feet
in the Wilds in close-knit family units. But during the time of you leap, even when making a standing jump.
the Wicked Slumber, many fauns have taken charge of the Ram. You have horns you can use to make Unarmed
Tanglepsan between the Realm and Wilds and charge a Strikes. When you use your Unarmed Strike to deal damage
modest toll for escorting travelers, helping them navigate the with your horns, you can deal 1d6 plus your Strength
criss-crossing beanstalk bridges and avoid the trolls that live modifier Piercing damage instead of the normal damage of
there. your Unarmed Strike.
Rare Language. When you choose languages you know,
you can choose Sylvan.
Sure-Footed. You have Advantage on saving throws you
make to avoid the Prone condition. When you have the Prone
condition, you can right yourself with only 5 feet of
movement.

29 CHAPTER 3 | CHARACTER ORIGINS


Human Traits
Human Creature Type: Humanoid
Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet
Humans in Eldraine are similar to their counterparts in other tall), chosen when you select this species
worlds; varied, numerous, and diverse. They can be found Speed: 30 feet
throughout the realm's five courts as peasants, mages, and As a Human, you have these special traits.
knights. Most humans avoid the wilds, but witches are Resourceful. You gain Heroic Inspiration whenever you
shadowy human warlocks who reside in the wilds, so finish a Long Rest.
disconnected from the rest of humanity that most consider Skillful. You gain proficiency in one skill of your choice.
them to be fair folk.
Versatile. You gain an Origin feat of your choice. Skilled is
recommended.

CHAPTER 3 | CHARACTER ORIGINS 30


Ogre Traits
Creature Type: Giant
Size: Medium (about 7-8 feet tall)
Speed: 35 feet
As an Ogre, you have these special traits.
Ogre Darkvision. You have Darkvision with a range of 60 feet.
Giant Step. You can move through the space of any
Ogres are small giants with big, blocky frames and wedge-like creature that is a size smaller than you, but you can't stop in
heads, standing nearly twice as tall as most humans. While the same space.
most ogres live in the Wilds, some are known to make Heavy-Handed. When you use your Unarmed Strike to
incursions into the Realm and wreak havoc. Among those in deal damage, you can deal 1d6 plus your Strength modifier
the Realm, ogres are renown for having vicious tempers, Piercing damage instead of the normal damage of your
thick hides, and even thicker skulls. Unarmed Strike.
Long-Limbed. When you make a melee attack as part of
the Attack action on your turn, your reach for it is 5 feet
greater than normal.
Powerful Build. You have Advantage on ability checks you
make to end the Grappled condition. You also count as one
size larger when determining your carrying capacity.

31 CHAPTER 3 | CHARACTER ORIGINS


Redcap Traits
Creature Type: Humanoid
Redcap Size: Small (about 3-4 feet tall)
Redcaps are mischievous agents of chaos, standing about as Speed: 30 feet
tall as a barrel, with distorted features and red hair stained As a Redcap, you have these special traits.
with the blood of their enemies. Redcaps fight without any Darkvision. You have Darkvision with a range of 60 feet.
sense of honor or fair play, specializing in sneak attacks and Fair Folk. You have Advantage on saving throws you make
ambushes. They often launch raids into villages near the to avoid or end the Charmed condition.
edges of the wilds. Redcaps are fierce and reckless in battle, Fury of the Small. Once per turn when you make a
reveling in disrupting human order by instilling fear and damage roll against a Medium or larger creature, you can
chaos. In the realm, redcaps are thought to be entirely deal extra damage equal to your Proficiency Bonus.
lacking courage; they rely solely on cowardly tactics like You can use this trait a number of times equal to your
backstabbing and only ever fighting if they outnumber their Proficiency Bonus, and you regain all expended uses when
opponents. Within the border of the Realm, redcaps have you finish a Long Rest.
been hunted ruthlessly and their burrows have been burned Nimble Escape. You can take the Disengage or Hide
out, but they still thrive in the wilds. action as a Bonus Action.
Rare Language. When you choose languages you know,
you can choose Sylvan.

CHAPTER 3 | CHARACTER ORIGINS 32


Scarecrow Traits
Creature Type: Construct
Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet
tall), chosen when you select this species
Speed: 30 feet
As a Scarecrow, you have these special traits.
Ageless. You are immune to the effects of aging and can't
be aged magically.
Poison Resilience. You have Resistance to Poison
damage. You also have Advantage on saving throws you make
Scarecrow to avoid or end the Poisoned condition.
Repair. If you are targeted by the Mending spell, you can
The magic of the Great Henge in Garenbrig suffuses the land, spend one Hit Point Die, roll it, and add your Constitution
and often has the side effect of imbuing constructs with life. modifier to it. You regain Hit Points equal to the total
Walking henges and gargoyles are not uncommon in (minimum of 1 Hit Point).
Garenbrig, and every so often, a scarecrow left to tend a Sleepless. You don't need to sleep and magic can't put you
farm's fields will get off its post in search of adventure. to sleep. You can retain consciousness during a Long Rest.
Terrifying Glare. As a Magic action, you can glare at one
creature you can see within 30 feet of you that doesn't have
the Blinded condition. That creature must succeed on a
Wisdom saving throw (DC equals 8 plus your Charisma
modifier and Proficiency Bonus) or have the Frightened
condition until the start of your next turn.
You can use this trait a number of times equal to your
Proficiency Bonus, and you regain all expended uses when
you finish a Long Rest.
Unusual Nature. You don't need food or water, and you
can hold your breath indefinitely.

33 CHAPTER 3 | CHARACTER ORIGINS


Treefolk Traits
Creature Type: Plant
Size: Medium (about 7-8 feet tall)
Speed: 30 feet
As a Treefolk, you have these special traits.
Barkskin. While you aren't wearing armor, your base
Armor Class equals 17.
Plant Camouflage. You have Advantage on Dexterity
(Stealth) checks you make in forest terrain.
Rare Language. When you choose languages you know,
you can choose Sylvan.
Treefolk Treefolk Magic. You know the Druidcraft cantrip. When
Treefolk are sentient and mobile oak trees found in the you reach character level 3 you learn the Detect Poison and
depths of the Wilds. Though many treefolk rival members of Disease spell. When you reach character level 5, you learn the
the high fae in age, they rarely interfere with Talion's court, Speak With Plants spell. You always have those spells
instead serving as guardians and shepherds of their wild prepared. You can cast each spell once without a spell slot,
groves, dispensing wisdom and blessings to travelers. and you regain the ability to cast it in that way when you
finish a Long Rest. You can also cast the spell using any spell
slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for the spells you cast with this trait (choose the ability
when you select this species).
Tree Step. As a Bonus Action, you can spend 10 feet of
movement to teleport to an unoccupied space you can see
within 60 feet. Both the space you leave and your destination
must be within 5 feet of a Medium or larger living tree.
You can use this trait a number of times equal to your
Proficiency Bonus, and you regain all expended uses when
you finish a Long Rest.

CHAPTER 3 | CHARACTER ORIGINS 34


Undine Traits
Creature Type: Humanoid
Size: Medium (about 4-7 feet tall)
Speed: 30 feet
Undine As an Undine, you have these special traits.
Additional Attunement. You can attune to up to four
Undines have amber or kelp colored seaweed-like hair and magic items at once rather than three.
faces resembling humans, though with flat nostril slits and Amphibious. You can breathe air and water.
large, shining eyes. They have skin tones ranging from Cold Resistance. You have Resistance to Cold damage.
human-like to a bluish gray, and and their legs and arms have Darkvision. You have Darkvision with a range of 60 feet.
aquatic fins. They are defined by their compulsive curiosity, Rare Language. When you choose languages you know,
obsessed with learning all they can, occasionally to the brink you can choose Aquan.
of madness. Speech of the Deep. You can communicate simple
Rather than seeking knowledge in service of others, concepts to Beasts, Elementals, and Monstrosities that have
merfolk hoard secrets and lord them over others. As a result, a Swim Speed, and you can use any of the Influence action's
little is known about merfolk origins, customs, or magic. skill options with them.
Their connection to knowledge and secrets leads many to Swim Speed. You have a Swim Speed equal to your
take up residence in Lochmere near the Magic Mirror, which Speed.
they can visit when it is fully submerged. Any potential ties Undine Magic. You know the Guidance cantrip. When you
between the merfolk and the Mirror remain a mystery even to reach character level 3, you learn the Identify spell. When you
those in Vantress, though they are often seen sulking in the reach character level 5, you learn the Locate Object spell. You
shadows whenever human aspirants descend the spiral always have these spells prepared. You can cast each spell
stairs. once without a spell slot, and you regain the ability to cast it
that way when you finish a Long Rest. You can also cast it
using any spell slots you have of appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for the spells you cast with this trait (choose the ability
when you select this species).

35 CHAPTER 3 | CHARACTER ORIGINS


Werefox Traits
Creature Type: Humanoid
Size: Medium (about 5-6 feet tall)
Speed: 30 feet
Werefox As a Werefox, you have these special traits.
Redtooth Keep is one of the last remaining elven citadels Darkvision. You have Darkvision with a range of 60 feet.
from the time of elven dominion. Long before the Realm, the Keen Senses. You have proficiency in the Insight,
elven garrison at Redtooth Keep turned away a group of Perception, or Survival skill.
travelers seeking shelter. Before departing, one of the Shapechanger. You can transform as a Bonus Action,
travelers was revealed to be a powerful witch of Dunbarrow shape-shifting into a fox-elf hybrid. The transformation lasts
and cursed the elves, declaring that their bodies would for 1 minute or until you end it (no action required). You can
forever transform to match their hearts' selfish and bestial transform a number of times equal to your Proficiency
natures. Each night, the elves of Redtooth Keep are Bonus, and you regain all expended uses when you finish a
transformed into feral, monstrous werefoxes. Long Rest.
The curse of the werefox is not passed through bites, but Your transformation gives you the following benefits:
inherited by elves who are born from the lineage of the Bite. You grow sharp fangs that last for the duration. When
cursed. It is believed that a werefox's curse can only be you use your Unarmed Strike to deal damage with your
broken by a mystical rose known as the Wild Rose, which them, you can deal 1d6 plus your Strength modifier
blooms in moonlight. Elvish archivists work tirelessly to Piercing damage instead of the normal damage of your
locate roses such as this, though some Redtooth elves Unarmed Strike.
embrace their bestial nature. Monstrous Endurance. When you transform, you gain
Temporary Hit Points equal to 2 times your Proficiency
Bonus.
Vulpine Nimbleness. Until the transformation ends, your
Speed increases by 10 feet.

CHAPTER 3 | CHARACTER ORIGINS 36


chapter four
Feats
his section offers a collection of feats. At certain levels, your class gives you the Ability Score
Improvement feat or the choice of another feat for which you qualify. Whenever you're offered a choice of feat, you
T can choose from the additional options presented in this section.

Feat Descriptions
The feats are presented in alphabetical order. Trapper
General Feat (Prerequisite: Level 4+)
Miner
You gain the following benefits:
Ability Score Increase. Increase your Dexterity or
General Feat (Prerequisite: Level 4+) Intelligence score by 1, to a maximum of 20.
You gain the following benefits: Thieves' Tools. You gain proficiency with Thieves' Tools if
Ability Score Increase. Increase your Strength or you don't already have it.
Constitution score by 1, to a maximum of 20. Expert Traps. When you take a Utilize action to use Ball
Jeweler's Tools. You gain proficiency with Jeweler's Tools if Bearings, Caltrops, or to set a Hunting Trap, you can replace
you don't already have it. the DC to avoid or end the item's effect. The new DC is 8 plus
the modifier of the ability increased by this feat and your
Siege. When you hit an object with a weapon with which Proficiency Bonus.
you have proficiency, the hit is a Critical Hit. Craft Trap. When you finish a Long Rest, you can craft
Treasure Sense. As a Search action, you can pinpoint the Ball Bearings, Caltrops, or a Hunting Trap, provided you have
location of precious metals and stones, such as coins and Thieves' Tools. The item lasts until you finish another Long
gems, within 60 feet of you. Rest, at which point the item falls apart.

Smith Virtuous
General Feat (Prerequisite: Level 4+) General Feat (Prerequisite: Level 4+)
You gain the following benefits: Choose a court from the Court Virtue table. You have
Ability Score Increase. Increase your Strength or Advantage on ability checks and saving throws you make with
Intelligence score by 1, to a maximum of 20. the ability determined by that court, as shown on the table.
Smith's Tools. You gain proficiency with Smith's Tools if
you don't already have it. Court Virtue
Field Repair. As a Utilize action using Smith's Tools, you Court Ability
can repair a piece of armor or a weapon you touch. You
remove any penalty of –1 or greater the item has, either to the Ardenvale Charisma
AC it offers or to its attack rolls and damage rolls. Embereth Wisdom
Improve Arms. With 1 hour of work or when you finish a
Long Rest, you can improve a number of weapons and/or Garenbrig Strength
armor equal to your Proficiency Bonus if you have Smith's Locthwain Constitution
Tools on hand. These improvements last 8 hours after being
made. Improved armor has a +1 bonus to the AC it offers. An Vantress Intelligence
improved weapon has a +1 bonus to attack and damage rolls. Verdant Dexterity
chapter five
Spells
agic functions on Eldraine as it does in most other D&D settings. Like other planes in the
Magic: the Gathering multiverse, Eldraine has its own mana that spellcasters can draw from to cast spells. This
M chapter provides descriptions of common spells used on Eldraine. See the Player's Handbook for rules on
casting spells and how to read a spell description.

Spell Descriptions
The spells are presented in alphabetical order. If a spell in Banish into Fable
this chapter has the same name as a spell from another book, Level 6 Abjuration (Bard, Cleric, Paladin, Wizard)
use the version of the spell presented in this chapter. Casting Time: Action
Some spells appear on the Artificer spell list. The Artificer Range: 30 feet
class is from Tasha's Cauldron of Everything. Components: V, S, M (a blank sheet of canvas worth 1+ SP)
Duration: Concentration, up to 1 minute
Awaken Object
One creature that you can see within range must make a
Charisma saving throw. On a failed save, the target is trapped
Level 5 Transmutation (Artificer, Bard, Sorcerer, Wizard) in an extradimensional space inside the canvas used as the
Casting Time: 8 hours spell's Material component until the spell ends. The canvas is
Range: Touch altered for the duration, depicting a portrait of the target. It is
Components: V, S, M (a ruby worth 1,000+ GP, which the a Tiny object with AC 11, HP 1, and Immunity to Poison and
spell consumes) Psychic damage. The spell ends early if the canvas is
Duration: Instantaneous destroyed.
You spend the casting time tracing magical pathways within a While trapped, the target has the Incapacitated condition.
precious gemstone, and then touch the target. The target The target can see and hear through the canvas, but can't
move or speak. When the spell ends, the target reappears in
must a nonmagical object that isn't a creature. The target an unoccupied space within 5 feet of the canvas.
becomes a Construct creature that is Friendly to you and Using a Higher-Level Spell Slot. If you use a level 9 spell
your allies. The creature and gains the ability to move and slot, the spell doesn't require Concentration and lasts until
gains Blindsight with a range of 60 feet. dispelled.
The DM chooses statistics appropriate for the awakened
object, such as the statistics for the Flying Sword or Rug of
Smothering in the Monster Manual.
Binding Ice Chill Metal
Level 2 Evocation (Sorcerer, Wizard) Level 2 Transmutation (Artificer, Bard, Druid)
Casting Time: Action Casting Time: Action
Range: Self (30-foot Cone) Range: 60 feet
Components: V, S, M (a vial of meltwater) Components: V, S, M (a piece of iron and an ice cube)
Duration: Instantaneous Duration: Concentration, up to 1 minute
Each creature in a 30-foot Cone originating from you makes a Choose a manufactured metal object, such as a metal
Constitution saving throw. On a failed save, a creature takes weapon or a suit of Heavy or Medium metal armor, that you
3d6 Cold damage and has the Restrained condition for 1 can see within range. You cause the object to chill and frost
minute. On a successful save, a creature takes half damage over. Any creature in physical contact with the object takes
only. 2d8 Cold damage when you cast the spell. Until the spell
A Restrained target or a creature within 5 feet of it can take ends, you can take a Bonus Action on each of your later turns
an action to free the target, ending the condition. to deal this damage again if the object is within range.
Using a Higher-Level Spell Slot. The damage increases If a creature is holding or wearing the object and takes the
by 1d8 for each spell slot level above 2. damage from it, the creature must succeed on a Constitution
saving throw or drop the object if it can. If it doesn't drop the
object, its Speed is halved until the start of your next turn.
Burn Together If the object is underwater when you cast the spell, the
Level 5 Evocation (Cleric, Paladin, Sorcerer, Wizard) object ascends at a rate of 60 feet per round until the spell
ends or the object reaches the surface.
Casting Time: Reaction, which you take when you are Using a Higher-Level Spell Slot. The damage increases
reduced to 0 Hit Points by 1d8 for each spell slot level above 2.
Range: Self
Components: V, S
Duration: Instantaneous Confuse Languages
You explode in a burst of green flame. Each creature in a 30- Level 1 Enchantment (Bard, Sorcerer, Warlock, Wizard)
foot Emanation makes a Dexterity saving throw, taking 10d8 Casting Time: Action
Fire damage on a failed save or half as much damage on a Range: Touch
successful. Your allies have Advantage on the save.
You and everything nonmagical you are wearing and Components: V, S, M (a pinch of brick and mortar)
carrying disappear. You can be revived only by a True Duration: Concentration, up to 1 hour
Resurrection or a Wish spell. A creature you touch makes an Intelligence saving throw.
Until the spell ends, a target that fails this save can't
understand any language it hears, reads, or sees signed. The
Catnap target also can't speak or sign in any language, though it can
Level 3 Enchantment (Artificer, Bard, Sorcerer, Wizard) still make sounds and gestures.
If another creature takes a Study action, the creature can
Casting Time: Action understand the target with a successful Intelligence check
Range: 30 feet against your spell save DC. This understanding lasts until the
Components: S, M (a pinch of sand) end of the target's next turn.
Duration: 10 minutes The target repeats the save at the end of each of its turns,
Up to three willing creatures of your choice that you can see ending the spell on itself on a success.
within range have the Unconscious condition for the
duration. The spell ends on a target if it takes damage or
someone within 5 feet of it takes an action to shake it out of Disarm
the spell's effect. If a target has the Unconscious condition for Level 1 Evocation (Sorcerer, Warlock, Wizard)
the full duration, that target gains the benefit of a Short Rest,
and it can't be affected by this spell again until it finishes a Casting Time: Action
Long Rest. Range: 30 feet
Creatures that don't sleep or that have Immunity to the Components: V, S, M (a bit of string)
Exhaustion condition can't be affected by this spell. Duration: Instantaneous
Choose an object held by a creature you can see within range.
The creature must succeed on a Strength saving throw, or
the object flies from its hands to a space of your choice within
15 feet of the target.

39 CHAPTER 5 | SPELLS
Dimensional Anchor Guardian of Nature
Level 4 Abjuration (Cleric, Paladin, Sorcerer, Wizard) Level 4 Transmutation (Druid, Ranger)
Casting Time: Action Casting Time: Bonus Action
Range: 120 feet Range: Self
Components: V, S Components: V
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Make a ranged spell attack against one creature or object you You shape-shift into the form of a nature spirit for the
can see within range. On a hit, the target becomes wreathed duration. Choose one of the following options.
in shimmering green energy for the duration. Until the spell Primal Beast. Bestial fur covers your body and your facial
ends, the target can't teleport or move through portals, such features become feral. While in this form, your Speed
as those created by the Gate spell. The spell proofs the target increases by 10 feet, you have Darkvision with a range of 120
against planar travel, and therefore prevents it from accessing feet, you have Advantage on attack rolls you make that use
other planes of existence or using the Plane Shift spell. If the your Strength modifier, and when you hit with a melee attack,
target was summoned or created by another spell, the target it deals an extra 1d6 Force damage.
still disappears when that spell ends. Great Tree. Your skin assumes a bark-like appearance and
leaves sprout from your hair. When you shape-shift into this
form, you gain 10 Temporary Hit Ponts. While in this form,
Fumble you have Advantage on Constitution saving throws and on
Level 4 Enchantment (Sorcerer, Warlock, Wizard) attack rolls you make that use your Wisdom or Dexterity
modifier. While you are on the ground, the ground around you
Casting Time: Action in a 15-foot Emanation is Difficult Terrain for your enemies.
Range: 60 feet
Components: V, S, M (a dab of solidified milk fat)
Duration: Concentration, up to 1 minute Mischief
You create an area of bad luck in a 30-foot Cube centered on Level 2 Illusion (Bard, Sorcerer, Wizard)
a point you can see within range that lasts for the duration.
The spell creates the effects below within the Cube. Casting Time: Action
Drop. When the Cube appears, each creature holding one Range: 60 feet
or more objects in its hands must succeed on a Dexterity Components: S, M (a piece of crust from an applie pie)
saving throw or drop whatever it is holding. While in the Duration: Concentration, up to 1 minute
Cube, A creature that makes an attack roll with a weapon or Until the spell ends, tiny Fey spirits fill a 20-foot Cube you
takes the Utilize action must also succeed on that save or can see within range. When the Cube appears, roll on the
drop whatever it is holding. table below to determine its effect. Each creature in the Cube
Trip. When the Cube appears, each creature standing in its when you roll must succeed on a saving throw or have a
area must succeed on a Dexterity saving throw or have the condition until the start of your next turn, as determined by
Prone condition. A creature that enters the Cube or ends its the table. At the start of each of your turns for the duration,
turn there must also succeed on that save or fall Prone. you can move the Cube up to 10 feet and roll again.
d6 Saving Throw Condition
1 Strength Restrained
2 Dexterity Prone
3 Constitution Blinded
4 Intelligence Frightened
5 Wisdom Incapacitated
6 Charisma Charmed

CHAPTER 5 | SPELLS 40
Opt Turn Spell
Level 3 Conjuration (Artificer, Wizard) Level 5 Abjuration (Sorcerer, Warlock, Wizard)
Casting Time: Action Casting Time: Reaction, which you take when a spell attack
Range: Self misses you or you succeed on a saving throw against a
Components: V, S spell that targeted only you and didn't create an area of
Duration: Concentration, up to 1 minute effect
You reach into the weave to choose a temporary magic item. Range: Self
The DM presents two Uncommon magic items, either Components: S, M (a silver mirror)
choosing from or rolling on the Arcana tables in the Dungeon Duration: Instantaneous
Master's Guide, and you choose one of those items. The You attempt to deflect the spell back at its caster. The caster
chosen magic item appears in your hand. If it requires must make a Dexterity saving throw against that spell using
Attunement, you attune to it immediately if you meet the their own spell save DC. If that spell was level 8 or higher, the
prerequisites. The magic item and its effects last for the caster succeeds automatically.
duration.
Using a Higher-Level Spell Slot. The DM presents magic
items of a higher rarity with a spell slot of level 5–6 (Rare), 7– Specter's Shriek
8 (Very Rare), or 9 (Legendary). Level 4 Necromancy (Bard, Warlock, Wizard)
Casting Time: Action
Quick Study Range: Self (15-foot Emanation)
Components: V
Level 2 Divination (Artificer, Ranger, Wizard) Duration: Concentration, up to 1 minute
Casting Time: Action You mimic the keening wail of a Specter of Night. Each
Range: 60 feet creature in 15-foot Emanation originating from you must
Components: S succeed on a Constitution saving throw or be cursed for the
Duration: Instantaneous duration. While cursed, the target can't regain Hit Points and
One creature you can see within range makes a Charisma has Disadvantage on Death Saving Throws. Attack rolls
saving throw. On a failed save, you learn two of the following against a cursed target have Advantage if the attacker can see
facts of your choice about the target: it. At the end of each of its turns, the target repeats the save,
ending the spell on itself on a success.
The target's Armor Class
The target's Resistances
Any special Senses the target has Summon Swarm
The target's Immunities
The target's Vulnerabilities Level 3 Conjuration (Druid, Ranger, Warlock, Wizard)
Casting Time: Action
Range: 90 feet
Snare Components: V, S, M (a cube of sugar, a bit of cheese, and
Level 1 Abjuration (Artificer, Druid, Ranger, Wizard) gilded lure worth 300+ GP)
Duration: Concentration, up to 1 hour
Casting Time: Action or 1 minute
Range: Touch You call forth a swarm of nature spirits. It manifests in an
Components: S, M (a length of rope worth 1+ GP, which the unoccupied space that you can see within range and uses the
spell consumes) Swarm Spirit stat block. When you cast the spell, choose an
Duration: Special environment: Air, Land, or Water. The swarm resembles
animals of your choice that are native to the chosen
You create a magical trap on the ground in a 5-foot square environment, which determines certain details in its stat
centered on a point you can see within range that lasts for the block. The creature disappears when it drops to 0 Hit Points
duration. The trap is nearly imperceptible and requires a or when the spell ends.
successful Wisdom (Perception) check against your spell The creature is an ally to you and your allies. In combat,
save DC to notice. the creature shares your Initiative count, but it takes its turn
The trap triggers when a creature enters the spell's are. immediately after yours. It obeys your verbal commands (no
That creature must succeed on a Dexterity saving throw or action required by you). If you don't issue any, it takes the
have the Restrained condition until the spell ends. Dodge action and uses its movement to avoid danger.
The spell's duration depends on the casting time you use. If Using a Higher-Level Spell Slot. Use the spell slot's level
you cast the spell as an action, the duration is 1 minute. If you for the spell's level in the stat block.
cast the spell over 1 minute, the duration is 8 hours.

41 CHAPTER 5 | SPELLS
Swarm
Sw S
pirit
arm Sp irit

Medium Swarm of Tiny Beasts, Neutral


AC 12 + the spell's level
HP 20 (Air only) or 30 (Land or Water only) + 10 for
each spell level above 3
Speed 30 ft., Climb 30 ft. (Land only), Fly 60 ft. (Air
only), Swim 30 ft. (Water only)
MOD SAVE MOD SAVE MOD SAVE

Str
St r 13 +1 +1 D
D e x 16 +3 +3
ex C o n 16 +3 +3
C on

II n t
nt 4 –3 –3 W
W i s 16 +3 +3 C
is Cha 5 –3 –3ha

Immunities Charmed, Frightened, Grappled, Paralyzed,


Petrified, Prone, Restrained, Stunned
Senses Darkvision 60 ft., Passive Perception 13
Languages understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Tr aits

Flyby (Air Only). The swarm doesn't provoke


Opportunity Attacks when it flies out of an enemy's
reach.
Swarm. The swarm can move through a space narrow
enough for a Tiny creature without spending extra
movement to do so, and can end its turn in another
creature's space.
The swarm can't regain Hit Points or gain Temporary
Hit Points.
Water Breathing (Water Only). The swarm can breathe
only underwater.

Actions
Ac tions

Multiattack. The swarm makes a number of Overwhelm


attacks equal to half this spell's level (round down).
Overwhelm. Dexterity Saving Throw: DC equals your
spell save DC, one creature in the swarm's space. Failure:
2d6 + 3 + the spell's level Piercing damage, or 1d6 + 3
+ the spell's level Piercing damage if the swarm is
Bloodied.

Wristpocket
Level 2 Conjuration (Artificer, Wizard)
Casting Time: Action or Ritual
Range: Touch
Components: S
Duration: Concentration, up to 1 hour
One object you touch disappears into a pocket dimension for
the duration. The object can't be worn or held by another
creature and can't weigh more than 5 pounds.
As a Magic action on your later turns, you can cause the
object to reappear in your hand, or disappear back to the
pocket dimension. When the spell ends, the object reappears
in your hand if it is still in the pocket dimension. If you have
no hand free, the object falls to the ground in your space.

yongjae choi
CHAPTER 5 | SPELLS 42
Appendix A: Magic Items
his section provides rules for magic items that can be found on Eldraine. See the Dungeon Master's
Guide for how to use magic items.
T
Magic Item Descriptions
The magic items are presented in alphabetical order. Arcane Signet
Ring, Rare (Requires Attunement by a Spellcaster)
Agatha's Soul Cauldron
While wearing this ring, you can take a Magic action to regain
one expended spell slot of level 6 or lower. Once you use the
Wondrous Item, Artifact (Requires Attunement) ring, it can't be used again until the next dawn.
The Soul Cauldron, also known as the Vile Cauldron, was
originally owned by Talion, kindly lord of the High Fae, and
was given to the witch Agatha in exchange for her help in Cold Iron Weapon
casting Wicked Slumber. Weapon (Any Ammunition or Melee Weapon), Uncommon
This Medium cauldron is made of iron and is embossed
with a faerie-like visage. Newts can often be found This weapon or piece of ammunition is made of cold iron,
clambering on its exterior. mined deep underground and forged with low heat.
If you place the corpse of a Medium or smaller creature Whenever this weapon or piece of ammunition hits a Fey
into the cauldron and fill it with 30 gallons of water (which creature, the target has Vulnerability to the attack's damage.
costs 10 GP), the cauldron bubbles with green acid and
consumes the corpse and the water. The creature can be
revived only by a True Resurrection or a Wish spell. Embercleave
Bound Soul. When a creature's corpse is consumed, the Weapon (Longsword), Artifact (Requires Attunement)
creature becomes bound to the cauldron, and the cauldron
gains 7 charges. If another creature becomes bound to the This legendary sword was once gifted to a knight of
cauldron, the first bond ends, and the cauldron regains all Embereth by the Irencrag, a sign of true worthiness. With its
expended charges. original master gone, the Irencrag seeks a new champion for
Using the Cauldron. While you are within 120 feet of the it. The sword is warm to the touch and crackles with red arcs
cauldron and attuned to it, you can expend 1 or more charges of lightning.
to cast a spell that the bound creature knew in life. The level You gain a +3 bonus to attack rolls and damage rolls made
of the spell must be equal to or lower than the number of with this magic weapon. It has the Cleave mastery property.
charges expended. Believe. As long as Embercleave is on the same plane of
Alternatively, you can expend 1 charge as a Magic action to existence as you while you are attuned to it, you can summon
make one attack in the creature's stat block. If you don't have it as a Bonus Action, causing it to teleport instantly to your
the proper anatomy or item for the attack, you temporarily hand. You also can't be disarmed of Embercleave unless you
shape-shift to perform the attack. have the Incapacitated condition.

43
Eriette's Tempting Apple Lucky Clover
Wondrous Item, Artifact (Requires Attunement) Wondrous Item, Uncommon
The Tempting Apple was originally owned by Talion, kindly When you roll a 1 on the d20 of a D20 Test while wearing
lord of the High Fae, and was given to the witch Eriette in this amulet, you can take a Reaction to reroll the die, and you
exchange for her help in casting Wicked Slumber. must use the new roll.
This Tiny apple appears to be made of dazzling faceted
glass. It gives off a strange purple haze that fills its space.
Spellcasting. The apple has 5 charges and regains 1d4 + 1 Mace of the Valiant
expended charges daily at dawn. While holding the apple, you Weapon (Mace), Very Rare
can cast a spell from it. A spell cast from the apple has a save
DC of 20. Choose the spell from the following list: Catnap* (2 You gain a bonus to attack rolls and damage rolls made with
charges), Confusion (2 charges), Sleep (1 charge), Hold this magic weapon equal to the number of allies you can see
Monster (3 charges), Power Word Stun (5 charges). within 30 feet of yourself, up to a maximum bonus of +3. In
Beguiling Bite. Another creature can take a Utilize action addition, as long as this weapon is within your reach and you
to take a bite of the apple while you are attuned to it. A are attuned to it, you have Advantage on Initiative rolls.
creature that bites from the apple has the Charmed condition
as is Friendly to you. The Charmed condition ends if the
creature is targeted by Remove Curse or similar magic. After Magic Bean
the apple has been bitten, it regrows any missing parts.
Wondrous Item, Rare
* See chapter 5
This magic bean comes from a Bag of Beans. If you eat the
bean as a Utilize action, you shape-shift into a Beanstalk
Faerie Dust Giant for 1 hour (see Appendix D). Your game statistics are
replaced by the stat block of the Giant, but you retain your
Wondrous Item, Uncommon alignment, personality, creature type, Hit Points, and Hit
As a Utilize action, you can sprinkle this dust on yourself or Point Dice. Your gear melds into the new form, and you can't
another creature within 5 feet of yourself. The creature use or otherwise benefit from any of that equipment. You gain
exposed to the dust gains a Fly Speed of 30 feet for 1 minute a number of Temporary Hit Points equal to the Hit Points of
and can hover. If the creature is in the air when the effect the Giant, and you revert to your original from if you have no
ends, it falls safely to the ground, taking no damage from the Temporary Hit Points left.
fall. If you remove a bean from the bag, plant it in dirt or sand,
and then water it, the bean disappears as it produces an
effect 1 minute later from the ground where it was planted. A
giant beanstalk sprouts, the top of which leads to leads to
Hylda's Icy Crown Stormkeld.
Wondrous Item, Artifact (Requires Attunement)
The Icy Crown, also known as the Crown of Winter, was Mantle of Tides
originally owned by Talion, kindly lord of the High Fae, and
was given to the witch Hylda in exchange for her help in Wondrous Item, Very Rare (Requires Attunement)
casting Wicked Slumber. This cloak always flows as thought it were underwater.
The crown has 7 charges and regains 1d4 + 3 expended The cloak has 5 charges and regains 1d4 + 1 expended
charges daily at dawn. While wearing the crown, you can cast charges daily at dawn. While wearing the cloak, you can cast
one of the spells on the following table from it (save DC 18). a spell from it. Choose the spell from the following list:
The table indicates how many charges you must expend to Locate Object (1 charge), Locate Creature (4 charges), Detect
cast the spell. Magic (1 charge), Locate Animals or Plants (1 charge),
Spell Charge Cost Legend Lore (5 charges).
Cone of Cold 3
Ice Knife (level 3 version) 1 Potion of Fortyifing
Ice Storm 2 Potion, Common
Ray of Frost 0 When you drink this potion, you regain 4 Hit Points, and the
Sleet Storm 1 potion provides enough nourishment to sustain you for one
day. This potion's silvery liquid liquid sheds Dim Light in a 5-
Wall of Ice 3 foot radius.

APPENDIX A | MAGIC ITEMS 44


Questing Sword
Weapon (Greatsword, Longsword, Rapier, Scimitar, or
Shortsword), Legendary (Requires Attunement)
These gilded swords are given by the Questing Beast to
aspirants of the High Quest, those chosen to become
knighted by all five courts and destined for High Regency of
the Realm.
You gain a +3 bonus to attack rolls and damage rolls made
with this magic weapon.
While holding the sword, you can reduce some or all of the
weapon's bonus to cast spells. The table indicates by how
much the bonus to attack rolls and damage rolls must be
reduced to cast the spell. The adjusted bonus remains in
effect until the next dawn. If you reduce the bonus by 3, the
sword permanently becomes nonmagical.
Spell Bonus Reduction
Greater Restoration –2
Lesser Restoration –1
Raise Dead –3
Revivify –2

Shining Armor
Armor (Any Medium or Heavy, except Hide Armor), Common
In Dim Light, this armor sheds Bright Light in a 15-foot
radius.

Sorcerous Spyglass
Wondrous Item, Rare
This elegant brass spyglass features an intricate lens
mechanism. While looking through this spyglass, you have
Advantage on Wisdom (Perception) checks that rely on sight.
You can also see a faint aura around any visible creature or
object that bears magic, and if an effect was created by a
spell, you learn the spell's school of magic.

Soul-Guide Lantern
Wondrous Item, Uncommon
This hooded lantern uses no flame and magically sheds
Bright Light in a 30-foot radius and Dim Light for an
additional 30 feet. An Undead creature that starts its turn in
the Bright Light must succeed on a DC 15 Wisdom saving
throw or have the Frightened and Incapacitated conditions
until the end of its turn. While Frightened, it tries to move as
far from the light as it can on its turn. You can take a Utilize
action to lower the lantern's hood, reducing its light to Dim
Light in a 5-foot radius.

pauline voß
45 APPENDIX A | MAGIC ITEMS
Appendix B: DM Tools
his chapter provides advice on topics that are likely to surface as you prepare or run a D&D game
set in Eldraine, as well as rules for adventure elements. It presents the curses unique to Eldraine, as well as rules for
T using renown to track the party's standing with Eldraine's factions.
Effects of the Curse. The cursed creature shape-shifts into
Curses an elf-fox hybrid each night. A cursed monster has its stat
block replaced by that of the Redtooth Werefox in Appendix
A curse is a magical burden that lasts for a specified time or D. A cursed player character replaces its species traits with
until it is ended by some means. Every curse has rules that those of the Werefox species.
govern it. In the world of Eldraine, curses take the following Becoming Cursed. Typically, the curse only affects the
forms. original elves of Redtooth Keep. But a powerful witch who
Bestow Curse casts Bestow Curse at level 9 might be able to cast this curse.
Ending the Curse. An elf's curse can only be ended by a
The simplest curses are created by the Bestow Curse spell. mystical rose known as a Wild Rose, which blooms only
The effects of such curses are limited and can be ended by moonlight. It is guarded by an Archon (see Appendix D). This
the Remove Curse spell. is the premise of the Curse of Redtooth Keep adventure from
Polymorph
On An Adventure (coming soon).
On Eldraine, spells and magical effects that force creatures
to shape-shift against their will, such as the Polymorph spell, The Wicked Slumber
are considered curses. The effects of such magic can be
ended by the Remove Curse spell. Curse
Flesh to Stone Eldraine suffered great losses during the Phyrexian Invasion.
Talion, the fae Lord of the Wilds, was forced to join with the
The Flesh to Stone spell is also considered a curse on three witch sisters Agatha, Eriette, and Hylda to cast the
Eldraine. It can be ended with Remove Curse, in addition to Wicked Slumber on the plane to halt the Invasion.
Greater Restoration. However, the curse did not lift after the invasion's
Unique Curses conclusion, but instead the witch Eriette extended the curse
to the plane's living inhabitants, hoping to build a realm of her
The following section presents new curses unique to own where all the plane's inhabitants were subservient to her
Eldraine. will.
Though Eriette was eventually stopped, the curse and its
effects still linger across Eldraine.
The Curse of the Werefox Effects of the Curse. The cursed creature has the
Unconscious condition until the curse ends. While cursed,
Curse the creature's mind is transported to the realm of dreams,
Long ago, the elven garrison at Redtooth Keep turned away a inhabited by nightmares (see Appendices C and D). Creatures
group of travelers seeking shelter. Before departing, one of that don't sleep or that have Immunity to the Exhaustion
the travelers was revealed to be a powerful witch and cursed condition are immune to this curse.
the elves, declaring that their bodies would forever transform Spreading the Curse. Where a cursed creature sleeps, a
to match their hearts' selfish and bestial natures. magical purple mist looms in a 10-foot Emanation originating
By day, the elves of Redtooth Keep are agile and adept from the cursed creature. Each creature that starts its turn in
rangers, expertly patrolling the lands around the Keep. But the Emanation must succeed on a DC 19 Constitution saving
each night, the elves of Redtooth Keep transform into feral, throw or become cursed.
monstrous werefoxes. Ending the Curse. With Eriette gone, the lingering curse
is usually strengthened by another creature, such as witch or
nightmare (see Appendix D). Stopping this creature can end
the curse for nearby cursed creatures.
Renown
Using the optional rules for renown from the Dungeon Squire
Master's Guide, you can track characters' standing with the Benefit (Prerequisite: Renown Score 3)
five courts of Eldraine. As their standing changes, they gain
or lose access to certain perks. You have proven dedication to the court with your assistance,
and are considered an aspirant towards knighthood. You
Renown Score receive the following benefits:
Attitude. Other members of the court are Friendly to you
Each character's Renown Score starts at 0, then increases as by default.
the character earns favor and reputation within a court. Discount. You get a discount on certain types of equipment
Players track renown separately for each court. determined by your court, as shown on the Renown Discount
table below.
Gaining Renown
Renown Discount
A character can increase their renown in the following ways. Court Equipment
Be Virtuous. Each faction has actions and accomplishments Ardenvale Antitoxin, Potions of Healing
that a character can perform to increase that character's
Renown Score by 1, as detailed in the Virtuous Renown Embereth Armor, Ball Bearings, Caltrops, Torches
table. A character typically benefits from this virtuous Garenbring Ammunition, Weapons
renown only once per adventure.
Complete Quests. Advancing a group's interests increases a Locthwain
Artisan's Tools, Gaming Sets, Musical
character's Renown Score within that group by 1. Instruments
Completing a mission specifically assigned by that group Vantress Acid, Alchemist's Fire, Books, Parchment
or that directly benefits the group increases the character's
Renown Score by 2. Hugely significant quests might grant
Renown Score increases of 3 or 4 at once.
Aspirant
Virtuous Renown Benefit (Prerequisite: Renown Score 5)
Court Example Activity
You have proven your dedication to the court and may take
Ardenvale Sacrificing oneself to save an ally the trial of knighthood.
Embereth Facing one's fears head on
Ardenvale. You must walk through the flames of the Circle of
Garenbrig Defeating a more powerful enemy Loyalty in Ardenvale Castle. The magic of the flames can
Locthwain Refusing to give up in the face of failure
detect your thoughts and alignment. If you are not loyal to
the court when you walk through the circle, you will take
Vantress
Uncovering a unique magic item or piece of 1d4 Fire damage and 1d4 Radiant damage and start
lore burning. If you walk through unscathed, you gain the
Knight rank.
Renown Benefits Embereth. You must plunge a weapon into the Irencrag in
the Burning Yard. Then, you must retrieve it from the stone.
When character's reach certain Renown Scores with a court, The Irencrag will whisper to you about your greatest fears,
they gain certain benefits, as detailed in this section. The which you must overcome. You must succeed on a DC 15
benefits are listed in order of required renown. Wisdom saving throw to retrieve your weapon. On a
successful save, you gain the Knight rank.
Garenbrig. You must achieve a feat of great strength, beyond
Court Guest what can be expected of your species and size. Only King
Benefit (Prerequisite: Renown Score 1) Yorvo in Castle Garenbrig can judge whether your feat of
strength is worthy of knighthood. The DM may ask for a
You have shown yourself to be aligned with the interests of successful DC 15 Strength check to gain the Knight rank.
the court, and can move through the court's territory Locthwain. You must find a magic item in the wilds and
unimpeded by its knights. bring it to a respected knight of Locthwain to gain the
Knight rank.
Vantress. You must tell a secret or piece of lore to the Magic
Mirror that it does not yet know. The mirror is currently in
Stormkeld, the castle of the storm giant Lady Beluna, high
above in the Kingdom of Storms. Alternatively, you can tell
the secret to Gadwick, the archmage of Castle Vantress. If
the Magic Mirror or Gadwick did not already the secret or
lore, you gain the Knight rank.

APPENDIX B | DM TOOLS
Knight
Benefit (Prerequisite: Completed the Trial Detailed in the
"Aspirant" Benefit)
You are now a respected knight of the court. You gain the
following benefits:
Allies. Other members of the court act as your allies in
combat by default.
Knight's Mount. You gain a Warhorse that serves as your
mount. If you lose your mount or it dies, you can acquire a
new one at your court's castle stables.

Elite Knight
Benefit (Prerequisite: Renown Score 10, "Knight" Benefit)
You can replace the Warhorse granted by the Knight benefit
with a unique mount determined by your court, as shown in
the Elite Mounts table. If you lose your mount or it dies, you
can acquire a new one at your court's castle stables.
Elite Mounts
Court Mount
Any Pegasus
Ardenvale Griffin
Embereth Giant Lizard
Garenbring Brown Bear, Giant Boar
Locthwain Giant Raven
Vantress Giant Owl

Elite Knight
Benefit (Prerequisite: Renown Score 10)
You can purchase magic items from your court's castle, as
shown in the Magic Requisitions table.
Magic Requisitions
Court Magic Items
Ardenvale +1 Shield, Sentinel Shield
Embereth +1 Armor, Potion of Fire Resistance
Garenbring +1 Weapon, Potion of Growth
Locthwain Cloak of Protection, Wand of Secrets
Enspelled Weapon (Cantrip or Level 1), Wand
Vantress
of Detect Magic

APPENDIX B | DM TOOLS 48
Appendix C: Cosmology
he worlds of Magic: the Gathering are part of an immense multiverse, a collection of planes each
with their own unique histories and people. Almost every plane has a unique theme to explore, from the mythic
T odysseys of greek-inspired Theros, to the cyberpunk adventures of Japan-inspired Kamigawa.

The Planes
The planes are the different worlds and dimensions in the
Magic multiverse. They fall into the following categories.
Blind Eternities. The Blind Eternities is the term used to
describe the void between planes. It is filled with the
chaotic energies of aether and mana. The Edge is a plane
that sits outside the rest of the multiverse and borders the
Blind Eternities.
Planes. The distinct worlds of Magic are called planes, and
are similar to the Material plane in other D&D
cosmologies.
Realms. When a Magic plane has its own smaller planes
within it, these are called realms. Most planes have a
mortal realm alongside a spirit realm or afterlife. Kaldheim
is a plane with ten distinct realms.
Refractions. If a plane has multiple versions of itself, like a
parallel universe, these are called refractions. Rabiah is a
plane with 1,001 refractions. You may use the concept of
refractions to help explain deviations from the Magic Story
within your campaign.
Planar Travel
Travel between planes is a common theme in the worlds of
Magic. Some adventures only take place on a single plane,
while other campaigns branch into the wider multiverse.
Omenpaths
Omenpaths are portals that allow travel between the planes.
They were created during the Phyrexian Invasion, a
multiversal event wherein the machine legion of New
Phyrexia invaded multiple planes. Omenpaths can can vary in
appearance, size, and stability. Some may even be mobile.
Traveling the omenpaths is the easiest way to move
between planes, but it's far from easy. It requires careful
planning and mapping of the omenpaths to prevent getting
lost or stranded on an unknown plane.
The official Avishkari Omenpath Classification System is a
simple, colloquial system that attempts to batch omenpaths
into three recognizable categories.
Evergreen. Evergreen Omenpaths are stable Omenpaths
that opened in the wake of the Phyrexian invasion and have
not yet closed.
Deciduous. Though not permanent, Deciduous Omenpaths
are considered stable in that they open and close on
regular, predictable cycles.
Instanced. Instanced Omenpaths are any other Omenpaths,
including those that have recently opened and are
undergoing evaluations to determine their stability and/or
regularity. They might be open for days or mere seconds.
49 APPENDIX C | COSMOLOGY
Known Omenpaths
The locations and destinations of confirmed omenpaths,
evergreen or deciduous, are listed in the tables below.
Known Evergreen Omenpaths
Destination 1 Destination 2
Amonkhet Muraganda
Amonkhet Ghirapur, Avishkar
Ghirapur, Avishkar Muraganda
Eiganjo, Kamigawa Tenth District, Ravnica

Known Deciduous Omenpaths


Destination 1 Destination 2
Alacria Ghirapur, Avishkar
Ghirapur, Avishkar Valor's Reach, Kylem
Pachatupan Coast, Ixalan Strixhaven, Arcavios
Omenport, Thunder Junction Varies

Planeswalking
A planeswalker is a sentient, living creature that possesses a
"planeswalker spark," an imprint of aether on their soul. This
gives them the intrinsic ability to planeswalk, or to move
between the planes of the multiverse at will. The chances of a
creature being born a planeswalker is one in a million, and
fewer still ever have their spark ignited, which occurs under
strong stress or emoption.
The act of planeswalking is a spell, and as with all other
spells, the exact manifestation of the magic and the
experience of the caster while traveling is unique to the
individual.
Functionally, a planeswalker creature can cast Plane Shift
on itself once per day, requiring no spell components.
Magic
Spells and magic items that allow access to other planes of
existence function differently on Eldraine.
Ethereal Plane. The Etherealness spell and other magic that
allows access to the Ethereal Plane instead accesses the
spirit realm, Eldraine's afterlife, where ghosts can be found.
Astral Plane. The Astral Projection spell and magic that
accesses the Astral Plane instead leads to the Realm of
Dreams, inhabited by nightmares (see Appendix D).

samuele bandini
APPENDIX C | COSMOLOGY 50
Appendix D: Monsters
his chapter provides stat blocks for unique Monsters and NPCs who can be found in Eldraine, to be
used by the Dungeon Master. See the rules glossary in the Revised Player's Handbook (2024), or the Monster
T Manual, for how to read a stat block. The creatures in this chapter are organized alphabetically. A few creatures are
gathered under a group heading, and those stat blocks are presented alphabetically within that section.
A
A rtillerist
rtillerist

Medium Humanoid, Any Alignment


AC 16 Initiative +2 (12)
HP 22 (4d8 + 4)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 10 +0 +0 D
D e x 14 +2 +2
ex C o n 13 +1 +1
C on

II n t 16 +3 +5 W
nt W i s 12 +1 +1 C
is C h a 10 +0 +2
ha

Artificer Skills Arcana +5, Perception +3


Habitat: Urban; Treasure: Implements Senses Passive Perception 13
Languages Common plus any one language
Eldraine is not a plane with advanced technology, with the CR 1 (XP 200; PB +2)
best automatons being only clockwork machines. But
artificers are still present on this plane in the form of A
A ctions
ctions

puppeteers, dollmakers, armorers, and alchemists. Many of Multiattack. The artillerist makes two Force Ballista
them work magic into their creations to give them autonomy attacks. It can replace one attack with a use of
and an edge against the artificer's foes. Flamethrower or Protector.
Flamethrower. Dexterity Saving Throw: DC 13, each
creature in a 15-foot cone. Failure: 3 (1d6) Fire damage.
Success: Half damage.
Force Ballista. Ranged Attack Roll: +5, range 120 feet.
Hit: 6 (1d6) Force damage, and the target is pushed up
to 5 feet away from the artillerist.
Protector. The artillerist or one creature it can see within
10 feet gains 6 (1d6 + 3) Temporary Hit Points.

Reactions
Re actions

Shield (2/Day). The artillerist casts Shield in response to


that spell's trigger, using Intelligence as the spellcasting
ability.

APPENDIX D | MONSTERS
chris rahn

Archon of Boundaries
Habitat: Forest; Treasure: Relics

The archons of Eldraine are enigmatic beings who fly over


the perimeter where the realm meets the wilds, marking the
boundary between safety (for the people of the realm) and
danger. The sight of an archon overhead is a clear signal that
one is entering the wilds.
An archon appears as a hooded, spectral rider mounted on
a winged elk with glowing antlers and gleaming eyes. Despite
this appearance, rider and mount are a single creature that
can't be separated. Tales say that archons are ascended
spirits of paladins fused with the celestial spirits of their
steeds, returned from the celestial realms to watch over the
boundary of the wilds and protect those who dare to cross it.
Sometimes knights of the realm get the idea that they can
expand the borders of their land and keep the wilds at bay
simply by driving archons deeper into the wilds. Such efforts
are futile; not only are archons difficult to kill, but they don't
create the boundaries, merely mark them.
“A winged dawn dispels the terror of night.”
— Chulane, Teller of Tales

Archon
Ar chon of
of Boundaries
Bo undaries

Huge Celestial, Lawful Good


AC 17 Initiative +3 (13) Radiant Lance. Melee Attack Roll: +11, reach 10 ft. Hit: 12
HP 195 (17d12 + 85) (1d12 + 6) Piercing damage plus 28 (8d6) Radiant damage,
Speed 60 ft., Fly 90 ft. and the target is marked until the start of the archon's next
MOD SAVE MOD SAVE MOD SAVE
turn. While marked, the target has Disadvantage on attack
rolls against creatures other than the archon.
Str
St r 23 +6 +6 Dex
De x 17 +3 +3 Con
Co n 20 +5 +10
II n t 14 +2 +2
nt W
W ii s
s 18 +4 +9 Cha
Ch a 18 +4 +4 Spellcasting. The archon casts one of the following spells,
requiring no Material components and using Charisma as the
Skills Insight +9, Perception +9 spellcasting ability:
Resistances Radiant
Immunities Exhaustion 1/Day Each: Daylight, Lesser Restoration
Senses Darkvision 120 ft., Passive Perception 19
Languages understands Common and Celestial but can't Reactions
Re actions

speak The archon can take up to three Reactions per round but
CR 15 (XP 13,000; PB +5) only one per turn.
T
T raits
raits
Archon's Pursuit. Trigger: A creature marked by the archon's
Legendary Resistance (3/Day). If the archon fails a saving Radiant Lance ends its turn within 120 feet. Response: The
throw, it can choose to succeed instead. archon teleports to an unoccupied space within 5 feet of
that creature.
Magic Resistance. The archon has Advantage on saving
throws against spells and other magical effects. Haunting Radiance. Trigger: The archon uses its Legendary
Resistance or makes a saving throw. Response—Constitution
Actions
Ac tions Saving Throw: DC 17, one creature within 120 feet. Failure:
The target has the Blinded condition until the end of its next
Multiattack. The archon makes one Hooves attack and one
turn.
Radiant Lance attack.
Parry: Trigger: The archon is hit by a melee attack roll.
Hooves. Melee Attack Roll: +11, reach 5 ft. Hit: 20 (4d6 + 6)
Response: The archon adds 5 to its AC against that attack,
Bludgeoning damage plus 10 (3d6) Radiant damage. If the
possibly causing the attack to miss.
target is Medium or smaller, it has the Prone condition.

APPENDIX D | MONSTERS 52
Animated
An ook
imated Bo ok B
Tiny Construct, Unaligned
AC 12 Initiative +1 (11)
HP 3 (1d4 + 1)
Speed 0 ft., Fly 30 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE

Str
St r 3 –4 –4 D
D e x 13 +1 +1
ex C
C o n 12 +1 +1
on

II n t 1 –5 –5
nt W
W ii s
s 5 –3 –3 C
Cha 1 –5 –5
ha

Vulnerabilities Fire
Immunities Poison, Psychic; Blinded, Charmed,
Deafened, Exhaustion, Frightened, Paralyzed,
Petrified, Poisoned
Gear Book
Awakened Objects Senses Blindsight 60 ft., Passive Perception 7
LanguagesNone
Habitat: Urban; Treasure: None CR 0 (XP 10; PB +2)
Animated objects are crafted with potent magic to follow the Traits
Tr aits

commands of their creators. When not commanded, they Antimagic Susceptibility. The book has the Incapacitated
follow the last order they received to the best of their ability, condition while in the area of an Antimagic Field. If
and can act independently to fulfill simple instructions. targeted by Dispel Magic, the book must succeed on a
On Eldraine, animated objects are used extensively in Constitution saving throw against the caster's spell save
Vantress Castle. They are also used in Caervelin, the DC or have the Unconscious condition for 1 minute.
archmage Gadwick's personal tower.
False Apperance. If the book is motionless at the start of
combat, it has Advantage on its Initiative roll. Moreover,
a creature that hasn't observed the book move or act
can discern the book is a creature only with a successful
DC 10 Intelligence (Investigation) check as a Study
action.

Actions
Ac tions

Slam. Melee Attack Roll: +0, reach 5 ft. Hit: 1


Bludgeoning damage.

53 APPENDIX D | MONSTERS
Animated
An room
imated Br B
oom

Small Construct, Unaligned


AC 15 Initiative +3 (13)
HP 17 (5d6)
Speed 0 ft., Fly 50 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE

S
tr
St r 10 +0 +0 D
D e x 17 +3 +3
ex C
C o n 10 +0 +0
on

II n t 1 –5 –5 W
nt W i s 5 –3 –3 C
is Cha 1 –5 –5
ha

Immunities Poison, Psychic; Blinded, Charmed,


Deafened, Exhaustion, Frightened, Paralyzed,
Petrified, Poisoned
Senses Blindsight 120 ft., Passive Perception 7
Languages None
CR 1/4 (XP 50; PB +2)
Traits
Tr aits

Antimagic Susceptibility. The broom has the


Incapacitated condition while in the area of an
Antimagic Field. If targeted by Dispel Magic, the broom
must succeed on a Constitution saving throw against
the caster's spell save DC or have the Unconscious
condition for 1 minute.
False Apperance. If the broom is motionless at the start
of combat, it has Advantage on its Initiative roll.
Moreover, a that creature hasn't observed the broom Animated
An imated Ca C
atapult
tapult

move or act can discern the broom is a creature only Large Construct, Unaligned
with a successful DC 10 Intelligence (Investigation)
check as a Study action. AC 15 Initiative +0 (10)
HP 52 (8d10 + 8)
Flyby. The broom doesn't provoke Opportunity Attacks Speed 30 ft.
when it flies out of an enemy's reach. MOD SAVE MOD SAVE MOD SAVE

Str
St r 14 +2 +2 D
D e x 10 +0 +0 C
ex C o n 13 +1 +1
on

Actions
Ac tions
Int
In t 1 –5 –5 W
W i s 5 –3 –3 C
is Cha 1 –5 –5 ha

Multiattack. The broom makes two Broomstick attacks.


Immunities Poison, Psychic; Blinded, Charmed,
Broomstick. Melee Attack Roll: +5, reach 5 ft. Hit: 5 Deafened, Exhaustion, Frightened, Paralyzed,
(1d4 + 3) Bludgeoning damage. Petrified, Poisoned
Senses Blindsight 120 ft., Passive Perception 7
Languages None
CR 2 (XP 450; PB +2)
Traits
Tr aits

Antimagic Susceptibility. The catapult has the


Incapacitated condition while in the area of an Antimagic
Field. If targeted by Dispel Magic, the catapult must
succeed on a Constitution saving throw against the
caster's spell save DC or have the Unconscious
condition for 1 minute.
False Apperance. If the catapult is motionless at the start
of combat, it has Advantage on its Initiative roll.
Moreover, a creature that hasn't observed the catapult
move or act can discern the catapult is a creature only
with a successful DC 10 Intelligence (Investigation)
check as a Study action.

Actions
Ac tions

Catapult. Ranged Attack Roll: +6, range 120 ft. Hit: 16


(3d10) Fire damage.

APPENDIX D | MONSTERS 54
Animated
An auldron
imated Ca C
uldron

Small Construct, Unaligned


A
A ctions
ctions

AC 12 Initiative +2 (12)
HP 13 (3d6 + 3) Alchemical Splash. Dexterity Saving Throw: DC 12, one
Speed 30 ft. creature the cauldron can see within 20 feet. Failure: One of
MOD SAVE MOD SAVE MOD SAVE
the following effects chosen at random (roll a d8):
Str
St r 7 –2 –2 Dex
De x 15 +2 +2 Con
Co n 12 +1 +1 1: Acid. 7 (2d6) Acid damage, and the target suffers a –1
Int
In t 1 –5 –1 W
W ii s
s 5 –3 –3 C
Cha ha 1 –5 –5 penalty to its AC until the end of its next turn.
Immunities Poison, Psychic; Blinded, Charmed, Deafened, 2: Alchemist's Fire. 2 (1d4) Fire damage, and the target
Exhaustion, Frightened, Paralyzed, Petrified, Poisoned starts burning.
Senses Blindsight 120 ft., Passive Perception 7
Languages None 3: Grease. The target has the Prone condition.
CR 1/4 (XP 50; PB +2)
4: Potion of Poison. 7 (2d6) Poison damage, and the target
T
T raits
raits has the Poisoned condition until the end of its next turn.
Antimagic Susceptibility. The cauldron has the Incapacitated 5: Potion of Dimunition. The target gains the "reduce" effect
condition while in the area of an Antimagic Field. If targeted of the Enlarge/Reduce spell until the end of its next turn.
by Dispel Magic, the cauldron must succeed on a
Constitution saving throw against the caster's spell save DC 6: Potion of Growth. The target gains the "enlarge" effect of
or have the Unconscious condition for 1 minute. the Enlarge/Reduce spell until the end of its next turn.

False Apperance. If the cauldron is motionless at the start of 7: Philter of Love. The target has the Charmed condition
combat, it has Advantage on its Initiative roll. Moreover, a until the end of its next turn.
creature that hasn't observed the cauldron move or act can
discern the cauldron is a creature only with a successful DC 8: Potion of Healing. The target regains 4 (2d4 + 2) Hit
10 Intelligence (Investigation) check as a Study action. Points.

55 APPENDIX D | MONSTERS
Bard
Ba rd

Medium Humanoid, Any Alignment


AC 15 Initiative +2 (12)
HP 44 (8d8 + 8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 11 +0 +0
tr D e x 14 +2 +4 C
D ex C o n 12 +1 +1
on

Int
In t 10 +0 +0 W
W i s 13 +1 +2 C
is C h a 14 +2 +2
ha

Skills Acrobatics +4, Perception +5, Performance +6


Gear 10 Arrows, Chain Shirt, Shortbow, Shortsword
Senses Passive Perception 15
Languages Common and any one language
CR 2 (XP 450; PB +2)
A
A ctions
ctions

Multiattack. The bard makes two attacks, using


Shortsword or Shortbow in any combination. It can
replace one attack with a use of Spellcasting.
Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5
(1d6 + 2) Piercing damage.
Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit:
5 (1d6 + 2) Piercing damage. Bard
Cacophony (Recharge 4–6). Constitution Saving Throw: Habitat: Urban; Treasure: Implements
DC 12, each creature in a 15-foot Cube originating from
the bard. Failure: 9 (2d8) Thunder damage, and the Bards are gifted poets, storytellers, and entertainers who
target is pushed up to 10 feet away from the bard. travel far and wide. They're commonly found in taverns or in
Success: Half damage only. the company of jolly bands of adventurers, rough-and-tumble
mercenaries, and wealthy patrons.
Spellcasting (Bard). The bard casts one of the following On Eldraine, bards can take the roles of storytellers,
spells, using Charisma as the spellcasting ability (spell actors, musicians, and singers.
save DC 12):
At Will: Mage Hand, Minor Illusion, Prestidigitation
1/Day Each: Charm Person, Invisibility, Sleep

Bonus
Bo A
ctions
nus Ac tions

Taunt (2/Day). Charisma Saving Throw: DC 12, one


creature the bard can see within 30 feet that doesn't
have the Deafened condition. Failure: The target has
Disadvantage on D20 Tests until the start of the bard's
next turn.

APPENDIX D | MONSTERS 56
Beanstalk
Be iant
anstalk Gi G
ant

Huge Giant, Any Alignment


AC 17 Initiative +2 (12)
HP 126 (11d12 + 55)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 23 +6 +6 D
D e x 15 +2 +5 C
ex C o n 20 +5 +8
on

Int
In t 10 +0 +0 W
W i s 12 +1 +4 C
is Cha 9 –1 –1ha

Skills Athletics +12, Perception +4


Vulnerabilities Fire
Senses Passive Perception 15
Languages Giant
CR 7 (XP 2,900; PB +3)

Beanstalk Giant Traits


Tr aits

Habitat: Grassland, Mountain; Treasure: Relics


Plant Camouflage. The giant has advantage on Dexterity
(Stealth) checks it makes in forest terrain.
Many giants are found throughout Eldraine. Hill giants are
found roaming the Wilds and the Realm, while most stone Actions
Ac tions

giants take up residence in Garenbrig. The everstalks found Multiattack. The giant makes two Slam attacks.
throughout the Wilds lead to the Kingdom of Stoms atop the
clouds, where cloud giants and storm giants can be found. Slam. Melee Attack Roll: +9, reach 15 ft. Hit: 19 (3d8 +
Beanstalk giants are none of these giants, instead being the 6) Bludgeoning damage.
result of smallfolk who mistakenly eat the beans of
everstalks. Rock. Dexterity Saving Throw: DC 17, one creature the
giant can see within 200 feet. Failure: 28 (4d10 + 6)
Bludgeoning damage, and the target has the Prone
condition.
Spellcasting. The giant casts one of the following spells,
requiring no Material components and using
Constitution as the spellcasting ability (spell save DC
16):
At Will: Druidcraft
3/Day: Plant Growth

57 APPENDIX D | MONSTERS
Beanstalk
Be urm
anstalk Wu rm W
Gargantuan Monstrosity, Unaligned
AC 16 Initiative +4 (14)
HP 231 (14d20 + 84)
Speed 50 ft., Climb 50 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 27 +8 +14
tr D e x 18 +4 +4 C
D ex C o n 22 +6 +12
on

II n t
nt 4 –3 –3 W
W ii s
s 14 +2 +2 C
C h a 10 +0 +0
ha

Senses Passive Perception 12


Languages None
CR 18 (XP 20,000; PB +6)
T
T raits
raits

False Appearance. If the wurm is motionless at the start


of combat, it has Advantage on its Initiative roll.
Moreover, if a creature hasn't observed the wurm move
or act, that creature must succeed on a DC 18
Intelligence (Investigation) check to discern that the
wurm is a creature.
Leafy Handholds. The wurm's space isn't Difficult Terrain Beanstalk Wurm
for other creatures that climb through it. Habitat: Grassland, Mountain, Urban; Treasure: Relics

Legendary Resistance (3/Day). If the wurm fails a saving Wurms are enormous creatures that resemble limbless,
throw, it can choose to succeed instead. wingless dragons, though they lack a dragon's breath
Regeneration. The wurm regains 20 Hit Points at the
weapons and keen intelligence. On the world of Eldraine,
start of its turn if it has at least 1 Hit Point. If the wurm
many wurms have adapted to life among the world's
takes Fire or Lightning damage, this trait doesn't
skyscraping beanstalks. These beanstalk wurms sport leafy
function at the start of the wurm's next turn.
growths, sustaining themselves on a mixture of natural
photosynthesis and a carnivorous diet.
Actions
Ac Cloud-dwelling giants often use beanstalk wurms as a first
line of defense against those who would ascend massive
tions

Multiattack. The wurm makes two Bite attacks. beanstalks—also known as Everstalks—to intrude on their
Bite. Melee Attack Roll: +14, reach 15 ft. Hit: 30 (5d8 +
lofty palaces. Beanstalk wurms lie coiled along the length of
8) Piercing damage. If the target is Large or smaller, it is
an Everstalk with their eyes closed and their stomach
swallowed. While swallowed, the target has the Blinded
flattened against the stalk, appearing to be just another
and Grappled conditions, has Total Cover, and takes 28
enormous vine until a tasty intruder attempts to climb them.
(8d6) Acid damage at the start of each of the wurm's
turns.
“When giants' prized pets escape Stormkeld,
The wurm can swallow two creatures this way. If the villages fall and new Everstalks rise.”
wurm takes 30 damage or more on a single turn from a
swallowed creature, the wurm regurgitates all swallowed
creatures, each of which falls in a space within 10 feet of
the wurm and has the Prone condition. If the wurm dies,
all swallowed creatures are similarly regurgitated.

APPENDIX D | MONSTERS 58
Bunnicorn
Bu nnicorn

Tiny Celestial, Unaligned


AC 13 Initiative +2 (12)
HP 10 (4d4)
Speed 20 ft., Burrow 5 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 1 –5 –5 D
D e x 15 +2 +2
ex C
C o n 10 +0 +0
on

II n t 2 –4 –4 W
W ii s
s 11 +0 +0 C
Cha 4 –3 –3
Bunnicorn
nt ha

Skills Perception +2, Stealth +5


Habitat: Forest; Treasure: None Senses Passive Perception 12
Languages None
The bunnicorn is a fabled creature of legend, much rarer than CR 1/8 (XP 25; PB +2)
other horned beasts such as the unicorn. It has a similar
celestial magic, but is not an intelligent or regal beast; it is Actions
Ac tions

quite content to spend its day grazing and running away from Horn. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4 + 2)
humans. Piercing damage. If the bunnicorn moved at least 20
“It’s entirely peaceful, as long as you don’t try to feet straight toward the target immediately before the
hit, the target takes an extra 3 (1d6) Piercing damage.
pet it, pen it, take its food, take its hide, sit on its grass, or
dress it up in colorful garb for human holidays.” Healing Touch (3/Day). One willing target within 5 feet
of the bunnicorn regains 5 Hit Points. In addition, the
— Sturwynn, Boundary Lands ranger bunnicorn ends the Poisoned condition and all magical
contagions on the target.
Teleport (1/Day). The bunnicorn teleports to a location it
is familiar with, up to 1 mile away.

Bonus
Bo A
ctions
nus Ac tions

Escape. The bunnicorn takes the Dash, Disengage, or


Hide action.

59 APPENDIX D | MONSTERS
Clockwork
Cl ervant
ockwork Se S
rvant

Small Construct, Unaligned


AC 10 Initiative +1 (11)
HP 3 (1d6)
Speed 30 ft. Clockwork Servant
MOD SAVE MOD SAVE MOD SAVE Habitat: Urban; Treasure: None
S
S t r 2 –4 –4 D
D e x 10 +0 +0 C o n 11 +0 +0
C
These small automatons are clockwork machines, crafted by
tr ex on

II n t 1 –5 –5
nt W
W ii s
s 10 +0 +0 C
Cha 1 –5 –5
ha
Vantress artificers, that are able to perform simple tasks,
Skills Perception +4 such as fetching things, cleaning, mending, folding clothes,
Immunities Poison, Psychic; Blinded, Charmed, lighting fires, serving food, and pouring wine. They aren't
Deafened, Exhaustion, Frightened, Paralyzed, living or thinking, and will simply follow the orders given
Petrified, Poisoned them by their creator.
Senses Blindsight 60 ft. (Blinded beyond this radius),
Passive Perception 14 “Some are annoyed by the constant ticking as they
Languages None clean the cobbles, but to the castle custodians, there’s no
CR 0 (XP 10; PB +2)
sweeter sound.”
Actions
Ac tions

Slam. Melee Attack Roll: +2, reach 5 ft. Hit: 1


Bludgeoning damage.

APPENDIX D | MONSTERS 60
Corridor
Co M
onitor
rridor Mo nitor

Small Construct, Unaligned


AC 17 Initiative +2 (12)
HP 26 (4d6 + 12)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 11 +0 +0 D
D e x 14 +2 +2 C
ex C o n 16 +3 +3
on

Int
In t W i s 16 +3 +3 C
5 –3 –3 W is Cha 7 –2 –2 ha

Skills Perception +7, Stealth +4


Corridor Monitor Immunities Poison, Psychic; Blinded, Charmed,
Deafened, Exhaustion, Frightened, Petrified,
Habitat: Urban; Treasure: None Poisoned
Senses Passive Perception 17
The corridor monitors are clockwork machines powered by Languages None
magic. They are similar to lanterns with legs, and they use CR 1/4 (XP 50; PB +2)
their light to search Vantress castle for intruders. Should they
find any, they emit a loud alarm sound, alerting the castle Traits
Tr aits

guards and knights to the disturbance. Illuminating Cone. The monitor sheds Bright Light in a
60-foot Cone and Dim Light for an additional 60 feet.

Actions
Ac tions

Slam. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6)


Bludgeoning damage.

Reactions
Re actions

Alarm. Trigger: A creature enters the Bright Light of the


monitor's Illuminating Cone. Response: The monitor
emits an alarm audible within 300 feet.

61 APPENDIX D | MONSTERS
Deathless
De ider
athless Ri R
der

Medium Undead, Lawful Evil


AC 18 Initiative +0 (10)
HP 84 (13d8 + 26)
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 18 +4 +7
tr D e x 10 +0 +8 C
D ex C o n 14 +2 +5
on

Int
In t 6 –2 –2 W
W i s 6 –2 –2 C
is Cha 5 –3 –3ha

Skills Athletics +7, Perception +1


Resistances Necrotic
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages understands the languages it knew in life
but can't speak Deathless Rider
CR 5 (XP 1,800; PB +3) Habitat: Swamp; Treasure: Armaments
Traits
Tr aits
Legends told in the courts of Eldraine suggest that the
Mounted Adept. While the rider is mounted and doesn't deathless riders serve a warlock-queen, known simply as the
have the Incapacitated condition, it has Advantage on Shadow Queen, who rules from a castle called Dynnistan. It
attack rolls against any unmounted creature within 5 feet isn't known whether these legends are based on any true
that is at least one size smaller than its mount. The rider experience or are simply the result of imagination trying to
can also force an attack that hits its mount to hit the account for a terrifying and unexplained phenomenon.
rider instead. In either case, deathless riders are undeniably real. They
are undead knights, once human, who ride undead steeds
Undead Fortitude. If damage reduces the rider to 0 Hit through the remotest parts of the wilds. They are sometimes
Points, it must make a Constitution saving throw with a called lich-knights or fell horsemen.
DC of 5 plus the damage taken unless the damage is In stark contrast to the knights of Eldraine, the deathless
Radiant or from a Critical Hit. On a successful save, the riders are without virtue of any kind. They are few in number
rider drops to 1 Hit Point instead. —unless many more lurk in the dark heart of the forest than
A
anyone is aware. But when mortal knights meet them in the
ctions
Ac tions
wilds, the encounter rarely ends well for the living. The
Multiattack. The rider makes two Axe attacks. It can deathless riders fight with superhuman strength, heedless of
replace one of these attacks with Fell Glare. wounds and relentless in their assault.
A typical deathless rider's mount is a Warhorse Skeleton,
Axe. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) though some lich-knights ride equine spirits like Nightmares.
Slashing damage.
Fell Glare. Wisdom Saving Throw: DC 13, one creature
“Headed to the wilds? Beware the dead riders who
the rider can see within 30 feet. Failure: The target has serve the Shadow Queen.”
the Frightened condition. At the end of each of its turns, — Scalan, Edgewall innkeeper
the target repeats the save, ending the effect on itself on
a success. After 1 minute, it succeeds automatically.

APPENDIX D | MONSTERS 62
Dunbarrow
Du itch
nbarrow Wi tch W
Medium Humanoid (Human), Neutral Evil
AC 15 Initiative +2 (12)
HP 72 (16d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 12 +1 +1 D
D e x 14 +2 +2 C
ex C o n 11 +0 +0
on

I n t 16 +3 +3 W
Int W i s 15 +2 +5 C
is C h a 20 +5 +8
ha

Skills Arcana +6, Nature +6


Senses Passive Perception 12
Languages Common, Sylvan, and any one language
CR 5 (XP 1,800; PB +3)
A
A ctions
ctions

Multiattack. The witch makes two Poison Dagger


Dunbarrow Witch attacks. It can replace one of these attacks with a use of
Spellcasting.
Habitat: Swamp; Treasure: Arcana
Poison Dagger. Melee or Ranged Attack Roll: +5, reach 5
In the misty marsh of Dunbarrow, the witches of the Eldraine ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage
wilds scheme. They crave power by any means, and they plus 21 (6d6) Poison damage.
aren't above cheating, sacrificing, or allying with whatever
they believe will get them closer to that power. Polymorph Concoction (1/Day). The witch casts
Polymorph (spell save DC 16) on each creature in a 10-
Much of a Dunbarrow witch's magic is performed at foot radius Sphere centered on a point the witch can see
cauldrons and delivered as a poison or potion. The most within 20 feet, requiring no spell components and using
aggressive witch spells take the form of shattering mirrors. Charisma as the spellcasting ability, choosing a form for
Various creatures serve the witches of Dunbarrow. It's not all targets from among Bat, Frog, Lizard, or Rat. When
uncommon to see Ravens and Bats flitting through the cast this way, the spell doesn't require Concentration
canopy, or Cats or Otters scurrying through the and lasts for the full duration.
undergrowth, to deliver messages to allies or rivals across the
marsh. Some witches uses Animate Objects to animate Shattered Shards. Dexterity Saving Throw: DC 16, each
bundles of sticks and roots to do their errands about the creature in a 15-foot Cone originating from a point the
marsh for them, while others create Animated Armors, witch can see within 30 feet. Failure: 25 (10d4) Force
Flying Swords, or Rugs of Smothering. damage. Success: Half damage.

“Taste the sweetness, breath for breath. Spellcasting (Warlock). The witch casts one of the
Keep the balance, death for death.” following spells, using Charisma as the spellcasting
ability (spell save DC 16):
— Dunbarrow witch incantation
At Will: Mage Armor (included above), Prestidigitation
2/Day Each: Animal Messenger, Charm Person, Hideous
Laughter
1/Day Each: Bestow Curse, Dispel Magic

63 APPENDIX D | MONSTERS
Faerie
Fa B
orrower
erie Bo rrower

Tiny Fey, Chaotic Neutral


AC 15 Initiative +5 (15)
HP 12 (5d4)
Speed 10 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE Faeries
S
Str 2 –4 –4 D
tr D e x 20 +5 +5 C
ex C o n 10 +0 +0 on
Habitat: Forest, Swamp, Urban; Treasure: Arcana
Intt 13 +1 +1 W
W i s 12 +1 +1 C
C h a 16 +3 +3
The faeries of Eldraine are winged, elfin creatures similar to
In is ha

Skills Sleight of Hand +7, Stealth +7 sprites or pixies. Unpredictable, unreliable, and amoral, they
Senses Passive Perception 11 lurk in the wilds and harass travelers they perceive as
Languages Common, Sylvan intruders.
CR 1/2 (XP 100; PB +2)
T
T raits
raits
Faerie Borrowers
Flyby. The faerie doesn't provoke Opportunity Attacks Faerie borrowers are tiny thieves who steal whatever they can
when it flies out of an enemy's reach. lay their hands on to cause confusion and consternation. A
faerie borrower stands less than six inches tall, with blue or
Actions
Ac tions blue-gray skin and wings resembling shards of broken glass.
Needle Blade. Melee Attack Roll: +7, reach 5 ft. Hit: 7
Faerie borrowers often adorn themselves with purloined
(1d4 + 5) Piercing damage. trophies: stolen keys and needles filed into swords, and
buttons and scraps of paper fashioned into clothing. Though
Spellcasting. The faerie casts one of the following spells, they are often boastful and love to mock their victims, faerie
requiring no Material components and using Charisma borrowers are quick to dart away from losing battles on their
as the spellcasting ability (spell save DC 13): nimble wings.
At Will: Prestidigitation, Vicious Mockery “The throng of faeries flitted from castle to
1/Day: Silent Image castle, leaving a trail of star-crossed love, damaging rumors,
Reactions
Re actions
and missing heirlooms in their wake.”
Tricksy Parry. Trigger: The faerie takes damage.
— Tales of the Fae
Response: The faerie reduces the damage taken by 2
(1d4).

APPENDIX D | MONSTERS 64
Faerie
Fa P
athlighter
erie Pa thlighter

Medium Fey, Chaotic Good


AC 12 Initiative +2 (12)
HP 38 (7d8 + 7)
Speed 30 ft., Fly 30 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE

Str
St r 10 +0 +0 D
D e x 14 +2 +2 C
ex C o n 12 +1 +1
on

Int
In t 13 +1 +1 W
W i s 17 +3 +3 C
is C h a 18 +4 +4
ha

Skills Insight +5, Perception +5, Survival +5


Senses Passive Perception 15
Languages Common, Sylvan
CR 2 (XP 450; PB +2)
T
T raits
raits

Illumination. The faerie sheds Dim Light in a 15-foot


radius.

Actions
Ac tions

Multiattack. The faerie makes two Shining Strike attacks.


Shining Strike. Melee or Ranged Attack Roll: +6, reach 5
ft. or range 30 ft. Hit: 7 (2d6) Radiant damage, and the
target is under the effect of a Faerie Fire spell (no
Concentration required) until the end of the faerie's next
turn.
Spellcasting. The faerie casts one of the following spells,
requiring no Material components and using Charisma
Faerie Pathlighter as the spellcasting ability.

Faerie pathlighters pry into human lives, sometimes to help At Will: Dancing Lights, Detect Magic, Prestidigitation
(like a classic fairy godparent) and sometimes to harm. In the 1/Day: Locate Creature
wilds of Eldraine, faerie pathlighters often serve as protectors
for the lost, the glow of their guiding lanterns leading weary Bonus
Bo A
ctions
nus Ac tions

travelers to respite. Guiding Light (2/Day). The faerie sheds Bright Light in a
A faerie pathlighter has an almost angelic appearance. 30-foot radius and Dim Light for an additional 30 feet
Their large, white wings become more translucent toward for 1 minute or until the faerie has the Incapacitated
the edges. Motes of magical light drift around their heads, condition. If any of the Bright Light overlaps with an area
and a faint white aura surrounds their bodies. of Darkness created by a spell of level 3 or lower, that
spell is dispelled.
“For good or ill, most fae can't resist meddling in Each ally of the faerie that starts its turn in the Bright
the adventures of any knight they meet.” Light gains 5 Temporary Hit Points, and has Advantage
on Wisdom checks and Wisdom saving throws until the
start of its next turn.

65 APPENDIX D | MONSTERS
Faerie
Fa P
est
erie Pe st

Small Fey, Chaotic Evil


AC 14 Initiative +3 (13)
HP 22 (5d6 + 5)
Speed 30 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S
Str 8 –1 –1 D
tr D e x 16 +3 +3 C
ex C o n 12 +1 +1 on

Int
In t 10 +0 +0 W
W i s 12 +1 +1 C
is C h a 14 +2 +2
ha

Skills Perception +3, Stealth +7


Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Sylvan Faerie Pest
CR 1 (XP 200; PB +2)
Faerie pests love to cause annoyance, fear, and pain. They are
A
A ctions
ctions perhaps the most mercurial of the faeries and are happy to
Stingblade. Melee Attack Roll: +2, reach 5 ft. Hit: 6 (1d6 follow anyone who promises the opportunity to menace
+ 3) Slashing damage plus 5 (2d4) Poison damage. If the someone new.
faerie had Advantage on the attack roll, the target takes A faerie pest could be mistaken for a human toddler, except
an additional 3 (1d6) Slashing damage. for the black-feathered wings sprouting from the faerie's
shoulders. When engaged in combat, faerie pests wield
Spellcasting. The faerie casts one of the following spells, thought-manipulating magic alongside sharp blades coated in
requiring no Material components and using Charisma stinging poison.
as the spellcasting ability (spell save DC 12):
2/Day Each: Bane, Grease
“Tarry not in Tuinvale,
1/Day: Blindness/Deafness Ignore the flowers' heady scents.
Take no thing, stay to the trail,
Theft of Nerves (1/Day). Intelligence Saving Throw: DC Lest the fae seek recompense.”
12, each creature in a 15-foot Cone. Failure: The target
has the Frightened condition. At the end of each of its — To Walk the Wilds
turns, the target repeats the save, ending the effect on
itself on a success. After 1 minute, it succeeds
automatically.

Bonus
Bo A
ctions
nus Ac tions

Hide. The faerie takes the Hide action.

APPENDIX D | MONSTERS 66
Faun
Fa cout
un Sc outS
Medium Fey, Chaotic Neutral
AC 13 Initiative +1 (11)
HP 33 (6d8 + 6)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 16 +3 +3 D
D e x 12 +1 +1 C
C o n 11 +0 +0

Faun
ex on

Int
In t 10 +0 +0 W
W i s 14 +2 +2 C
is C h a 12 +1 +1
ha

Habitat: Forest, Mountain; Treasure: Armaments


Skills Perception +6, Stealth +3, Survival +4
Fauns are goat-like humanoids similar to satyrs found on Gear ten Arrows, Battleaxe, Longbow
other worlds. Prior to the Phyrexian invasion, fauns were Senses Passive Perception 16
reclusive creatures living in tight family units deep in the Languages Common, Sylvan
forest. But during the invasion, they joined the rest of the fae CR 1 (XP 200; PB +2)
and the Realm in defense of their home. T
T raits
raits

Faun Scouts Magic Resistance. The faun has Advantage on saving


throws against spells and other magical effects.
Since the invasion, the fauns have taken charge of the
Tanglespan, mapping out the crisscrossing pathways Actions
Ac tions

spanning the chasm, fighting off the trolls who lurk beneath Multiattack. The faun makes one Ram attack and one
the bridges in hope of feasting on travelers, and guiding Battleaxe attack, or two Longbow attacks.
travelers across the chasm in exchange for a modest toll.
Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3)
Bludgeoning damage.
Battleaxe. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10
+ 1) Slashing damage.
Longbow. Ranged Attack Roll: +5, range 150/600 ft.
Hit: 7 (1d8 + 3) Piercing damage.

67 APPENDIX D | MONSTERS
Faun
Fa L
oamcrafter
un Lo amcrafter

Medium Fey, Chaotic Neutral


AC 15 Initiative +4 (14)
HP 38 (7d8 + 7)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 13 +1 +1
tr D e x 18 +4 +4 C
D ex C o n 12 +1 +1
on

Int
In t 11 +0 +0 W
W i s 14 +2 +2 C
is C h a 13 +1 +1
ha

Skills Perception +6, Stealth +6, Survival +4


Gear ten Arrows, Shortbow
Senses Passive Perception 16
Languages Common, Sylvan
CR 2 (XP 450; PB +2)
T
T raits
raits

Magic Resistance. The faun has Advantage on saving


throws against spells and other magical effects. Loamcrafter Druid
Some fauns use druidic and fae magic to give them an edge
Actions
Ac tions
when navigating the Tanglespan by reshaping the beanstalks
Multiattack. The faun makes three attacks, using Ram or and bridges. This tradition of nature magic is known among
Shortbow in any combination. It can replace one attack the fauns as loamcraft.
with a use of Spellcasting.
Ram. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1)
Bludgeoning damage.
Shortbow. Ranged Attack Roll: +6, range 80/320 ft. Hit:
7 (1d6 + 4) Piercing damage.
Spellcasting (Druid). The faun casts one of the following
spells, requiring no Material components and using
Wisdom as the spellcasting ability (spell save DC 12):
At Will: Druidcraft, Entangle
1/Day Each: Fabricate, Plant Growth (as an action)

APPENDIX D | MONSTERS 68
mitchell malloy & maddie julyk

Fox
Fo x

Tiny Beast, Unaligned


AC 13 Initiative +3 (13)
HP 2 (1d4)
Speed 30 ft., Burrow 5 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 2 –4 –4 D
D e x 16 +3 +3
ex C
C o n 11 +0 +0
on

II n t 3 –4 –4
nt W
W ii s
s 12 +1 +1 C
Cha 6 –2 –2
ha

Skills Perception +5, Stealth +5


Senses Darkvision 60 ft., Passive Perception 15
Languages None
CR 0 (XP 10; PB +2)
Actions
Ac tions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing


damage.

Foxes
Habitat: Forest; Treasure: None G
G iiant F
ox
ant Fo x

The red foxes of Eldraine live in burrows in the wilds. They Large Beast, Unaligned
prowl Edgewall and the nearby forests for food, hunting hares AC 13 Initiative +3 (13)
or stealing fish. These timid creatures typically avoid contact HP 45 (6d10 + 12)
with humanoids, but they sometimes serve as companions or Speed 40 ft., Burrow 10 ft.
mounts by the elves of the wilds. MOD SAVE MOD SAVE MOD SAVE

Str
St r 10 +0 +0 D
D e x 16 +3 +3 C
ex C o n 14 +2 +2on

I n t 3 –4 –4 W
Int W i s 12 +1 +1 C
is Cha 6 –2 –2ha

Skills Perception +5, Stealth +5


Senses Darkvision 60 ft., Passive Perception 15
Languages None
CR 1 (XP 200; PB +2)
Actions
Ac tions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3)


Piercing damage.

69 APPENDIX D | MONSTERS
Galefang
Ga olf
lefang Wo lf W
Large Monstrosity, Unaligned
AC 13 Initiative +1 (11)
HP 75 (10d10 + 20)
Speed 50 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 18 +4 +4
tr D e x 13 +1 +1 C
D ex C o n 14 +2 +2on

Int
In t 7 –2 –2 W
W i s 12 +1 +1 C
is Cha 8 –1 –1 ha

Skills Perception +7, Stealth +3


Senses Darkvision 60 ft., Passive Perception 17
Languages None
CR 3 (XP 700; PB +2)
Galefang Wolf
Habitat: Arctic; Treasure: None
Traits
Tr aits
The galefang is a ferocious canine beast believed to be
Pack Tactics. The wolf has Advantage on attack rolls magically connected to the north wind. These creatures are
against a creature if at least one of the wolf's allies is very rare; one of the few known in the Realm was a pet of
within 5 feet of the creature and the ally doesn't have Yorvo, king of Garenbrig, and was given as a gift to Beluna,
the Incapacitated condition. the storm giant queen of Stormkeld in the clouds above the
Snow Camouflage. The wolf has Advantage on Dexterity
Wilds.
(Stealth) checks it makes to in snowy terrain.

Actions
Ac tions

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4)


Piercing damage plus 3 (1d6) Cold damage, and the
target has the Prone condition if it is Large or smaller.
Gale Howl (Recharge 5–6). Strength Saving Throw: DC
12, each creature in a 15-foot Cone. Failure: 18 (4d8)
Cold damage, and the target is pushed up to 10 feet
away from the wolf. Success: Half damage only.

APPENDIX D | MONSTERS 70
G
G iiant G
oose
ant Go ose

Large Fey, Unaligned


AC 13 Initiative +3 (13)
HP 60 (8d10 + 16)
Speed 30 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 14 +2 +2 D
D e x 16 +3 +3 C
ex C o n 15 +2 +2
on

I 6 –2 –2 W
W i s 14 +2 +2 C
C h a 11 +0 +0

Giant Goose
nt
In t is ha

Skills Perception +6
Habitat: Coastal, Forest, Swamp; Treasure: None Senses Darkvision 60 ft., Passive Perception 16
Languages understands Giant and Sylvan but can't
Giants keep geese as livestock for eggs and because geese speak
make excellent sentries, protecting the giants' property with CR 3 (XP 700; PB +2)
their keen senses and loud voices. Not only are giant geese
from fey stock significantly larger than ordinary geese, but A
A ctions
ctions

they also have two magical properties that make them even Multiattack. The goose makes one Beak attack and two
more valuable: their honk is a powerful defense against Wing attacks.
intruders, and they can lay eggs with shells of pure gold.
When commanded by its keeper, a giant goose lays a Beak. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2)
golden egg—a hollow shell of gold, 1 foot long and weighing 2 Bludgeoning damage.
pounds. The shell is worth 100 GP. Once it lays a golden egg,
a giant goose can't do so again for a year and a day. Wing. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 +
2) Bludgeoning damage, and the target has the Prone
condition.
Thunderous Honk (Recharge 5–6). Constitution Saving
Throw: DC 12, each creature within 30 feet that doesn't
have the Deafened condition. Failure: 16 (3d10)
Thunder damage, and the target has the Deafened
condition until the start of the goose's next turn.
Success: Half damage only.

71 APPENDIX D | MONSTERS
G
G iiant T
urtle
ant Tu rtle

Large Beast, Unaligned


AC 17 Initiative +0 (10)
HP 75 (10d10 + 20)
Speed 30 ft., Swim 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 19 +4 +4

Int
In t
tr D e x 10 +0 +0 C
D

2 –4 –4 W
ex C o n 14 +2 +2
W i s 12 +1 +1 C
is Cha
on

5 –3 –3
ha
Giant Turtle
Habitat: Coastal, Swamp; Treasure: None
Senses Darkvision 60 ft., Passive Perception 11
Languages None The mistford river turtle was raised from a hatchling by the
CR 3 (XP 700; PB +2) undines. They taught the turtle who to ferry across
Lochmere, and who to drown. If someone attempts to use the
Traits
Tr aits
back of the great turtle to cross the lake, it will submerge
Amphibious. The turtle can breathe air and water. itself and leave the intruders stranded in the murky waters.
But the turtle will safely guide those who are welcome
Actions
Ac tions through the mists and across the dangerous waters.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4)
Piercing damage.
Shell Defense. The turtle withdraws into its shell until it
emerges as a Bonus Action. Until it emerges, the turtle's
AC is 21, it has the Prone and Restrained conditions, and
it can't take actions or Reactions.

APPENDIX D | MONSTERS 72
G
G iingerbrute
ngerbrute

Tiny Construct, Chaotic Neutral


AC 14 Initiative +4 (14)
HP 18 (4d4 + 8)
Speed 60 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 13 +1 +1 D
D e x 18 +4 +4 C
ex C o n 14 +2 +2
on

I 7 –2 –2 W
W i s 10 +0 +0 C
C h a 12 +1 +1
Gingerbrute nt
In t is

Skills Acrobatics +6, Athletics +3


ha

Habitat: Urban; Treasure: Implements Vulnerabilities Bludgeoning


Immunities Exhaustion
Gingerbread cookies baked in the wilds of Eldraine—or made Senses Passive Perception 10
from ingredients grown there—have a habit of developing a Languages One language of its creator
life of their own. Known as gingerbrutes, these cookie CR 1/2 (XP 100; PB +2)
Constructs are notoriously difficult to pin down.
When an unfortunate baker accidentally creates a T
T raits
raits

gingerbrute, the cookie causes mayhem throughout the Can't Catch Me. The gingerbrute has Advantage on
kitchen before running back to the wilds where its ability checks and saving throws it makes to avoid or end
ingredients originated. Many witches of Dunbarrow craft the Grappled or Restrained condition.
gingerbrutes intentionally, whipping them into shape
(sometimes with actual whipped cream) as soldiers to defend Sweet Victory. Once the gingerbrute dies, a creature can
their wicked cauldrons. take a Utilize action to eat all the remains and gain 5
The same magic that animates a gingerbrute also makes it Temporary Hit Points. The remains disappear after 24
extra scrumptious. Those who have eaten a gingerbrute hours if not eaten.
report feeling a burst of energy like a long-lasting sugar rush.
Actions
Ac
“The unlabeled vial was not vanilla extract after
tions

Multiattack. The gingerbrute makes two attacks, using


all.” Fork or Gumdrop Slingshot in any combination.
— Todwin Mallow, now-destitute baker
Fork. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4)
Piercing damage.
Gumdrop Slingshot. Ranged Attack Roll: +6, range
30/120 ft. Hit: 6 (1d4 + 4) Bludgeoning damage.

73 APPENDIX D | MONSTERS
Gluttoneer
Gl uttoneer

Medium Humanoid (Dwarf), Chaotic Good


AC 13 Initiative +0 (10)
HP 16 (3d8 + 3)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 11 +0 +0
tr D e x 14 +2 +2 C
D ex C o n 12 +1 +1
on

Int
In t 11 +0 +0 W
W i s 13 +1 +1 C
is C h a 10 +0 +0
ha

Skills Nature +4, Perception +7, Survival +5


Resistances Poison
Gluttoneer
Senses Darkvision 60 ft., Passive Perception 17 Habitat: Urban; Treasure: Implements
Languages Common, Dwarvish
CR 1/2 (XP 100; PB +2) The dwarven settlement of Delverhaugh is renowned for its
Grand Balls, lavish parties that only the prestigious may
T
T raits
raits attend. The Assult on Delverhaugh was an attack on a Grand
Poison Resilience. The gluttoneer has Advantage on
Ball by a gang of Ogres and Redcaps. A group of dwarven
saving throws to avoid or end the Poisoned condition.
survivors were dubbed the Gluttoneers for slaying dozens of
assaulting redcaps using only fruit and cakes.
Actions
Ac tions

Multiattack. The gluttoneer makes two Pie attacks.


Pie. Melee or Ranged Attack Roll: +4, reach 5 ft. or range
20/60 ft. Hit: 7 (2d4 + 2) Bludgeoning damage.

B A ctions
B onus A
onus ctions

Bolstering Treat. The gluttoneer or one willing creature


within 5 feet regains 2 (1d4) Hit Points.

APPENDIX D | MONSTERS 74
Goose Mother You can use the Goose Egg Trinket table to determine the
Habitat: Mountain; Treasure: Arcana contents of one of the Goose Mother's eggs that isn't destined
to hatch into a goose or a giant goose. An egg from the Goose
Astonishingly aggressive geese populate the marshes of Mother can be a great way to give characters an item that's
Eldraine. Legends tell that these geese descend from a important to the story of an adventure or your campaign.
monstrous many-headed bird that dwells deep within the
wilds. Though the knights of Eldraine consider its existence a Goose Egg Trinket
myth, the folk of the wilds know that the Goose Mother is d12 Egg Contents
real.
Centuries ago, an enterprising witch created a frothy stew 1
The egg is empty, but the inside of the shell is
composed of hydra's blood and goose feathers. It is from this inscribed with a nursery rhyme.
noxious slurry that the Goose Mother was born. Within days, 2 The gold shell encloses a candy egg.
the Goose Mother grew to prodigious size, and the witch
grew fearful. One night, while the Goose Mother slept, the 3
The egg contains a small toy goose that makes
witch took to its neck with a cleaver, but to her horror, two a loud honking noise when squeezed.
more heads sprouted in place of the first. Enraged, the Goose The egg contains a Potion of Giant Strength
Mother devoured the witch and rampaged deep into the wilds 4
(hill) with no container.
where it lives to this day.
The Goose Mother lays one golden egg every hour, 5 The egg contains a Pearl of Power.
precisely on the hour. Sometimes these eggs hatch into 6 The egg contains a Brooch of Shielding.
clutches of young geese that grow up to terrorize the marshes The egg contains a Figurine of Wondrous
of Eldraine. Other times, the eggs contain trinkets or Power (silver raven) that activates
valuables. The fae folk of Eldraine's wilds have developed a 7
automatically as the egg is opened, releasing
symbiotic relationship with the Goose Mother, often bringing what appears to be a living bird.
it fresh meat in exchange for the treasures inside its golden
eggs. 8-12 The egg is empty.

Goose
Go M
other
ose Mo ther

Huge Fey, Unaligned


AC 12 Initiative +2 (17)
Vigilant. The Goose Mother has Advantage on Initiative rolls.
HP 114 (12d12 + 36)
Speed 40 ft., Fly 40 ft.
MOD SAVE MOD SAVE MOD SAVE
A
A ctions
ctions

S
tr
St r 17 +3 +6 Dex
De x 15 +2 +2 Con
Co n17 +3 +3 Multiattack. The Goose Mother makes as many Beak attacks
as it has heads in Multiple Heads, and one Wing attack.
II n t 12 +1 +4
nt W i s 18 +4 +4
W is C
Cha
ha15 +2 +2
Beak. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d6 + 3)
Skills Insight +7, Investigation +4, Perception +10
Bludgeoning damage.
Immunities Blinded, Charmed, Deafened, Frightened,
Stunned, Unconscious Wing. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d12 + 3)
Senses Darkvision 60 ft., Passive Perception 20 Bludgeoning damage, and the target has the Prone condition
Languages None if it is Large or smaller.
CR 7 (XP 2,900; PB +3)
Lullaby of Honks (Recharge 5–6). Constitution Saving
T
T raits
raits
Throw: DC 15, each creature of the Goose Mother's choice
Legendary Resistance (3/Day). If the Goose Mother fails a within 10 feet that doesn't have the Deafened condition.
saving throw, it can choose to succeed instead. Failure: 7 (2d6) Thunder damage, and the target has the
Unconscious condition until it takes damage or another
Multiple Heads. The Goose Mother has five heads. creature takes an action to shake it awake. Success: Half
Whenever the Goose Mother takes 25 or more damage in a damage only.
single turn, one of its heads is destroyed. If all its heads are
destroyed, the Goose Mother dies. Reactions
Re actions

At the end of its turn, the Goose Mother grows two heads
for each of its heads that were destroyed since its last turn, The Goose Mother can take as many Reactions per round as
unless it has taken Poison damage since its last turn. The it has heads in Multiple Heads, but only one Reaction per
turn and only to make an Opportunity Attack.
Goose Mother regains 10 Hit Points for each head it
regrows.

75 APPENDIX D | MONSTERS
76
john stanko High Fae
Habitat: Forest; Treasure: Arcana

Ageless and inhuman, high fae are the oldest creatures in


Eldraine, embodying the natural splendor and danger of the
wilderness. High fae have no regard for mortal values of
honor and law, but they nonetheless operate under inviolable
rules of their own: gifts must always be repaid, promises
must be honored, and outright lies must never be spoken
(though misdirection and riddles are always welcome).
The high fae remain secluded deep within the wilds of
Eldraine, and are ruled by Talion, the Kindly Lord. Talion is
as strange, ancient, and fickle as the wilds of Eldraine, and
the Kindly Lord demands fealty and respect from followers.
Despite having an austere demeanor, the Kindly Lord is also
known for following mysterious whims, journeying to the
farthest reaches of Eldraine out of an insatiable curiosity.
High Fae Impostor
High fae impostors are sly and mischievous manipulators
who delight in disguising themselves with magic to vex other
creatures. Their reasons for deception vary, ranging from
harmless pranks to malicious infiltration. When a high fae
impostor takes on the identity of another creature, the
impostor magically gains access to a small portion of that
creature's mind—any information that the creature might
share with a casual acquaintance. Though not
comprehensive, this information helps high fae impostors
impersonate their targets effectively.

H
H iigh ae
gh Fa F mpostor
e Im I
postor

Medium Fey, Any Alignment


AC 15 Initiative +5 (15)
Spellcasting. The fae casts one of the following spells,
HP 149 (23d8 + 46)
Speed 30 ft., Fly 30 ft. (hover) requiring no spell components and using Charisma as the
spellcasting ability (spell save DC 18):
MOD SAVE MOD SAVE MOD SAVE

Str
St r 13 +1 +1 Dex
De x 21 +5 +9 Con
Co n 15 +2 +2 At Will: Friends, Minor Illusion
II n t 18 +4 +4
nt W
W ii s
s 16 +3 +7 C
Cha 23 +6 +6
ha
1/Day Each: Enthrall, Magic Aura

Skills Deception +14, Performance +10, Stealth +13 Vexing Prank. Wisdom Saving Throw: DC 18, one creature
Resistances Bludgeoning, Piercing, Slashing the fae can see within 60 feet. Failure: 21 (6d6) Psychic
Senses Darkvision 60 ft., Passive Perception 13 damage, and the target has the Frightened condition until
Languages Common, Sylvan the start of the fae's next turn. Success: Half damage only.
CR 11 (XP 7,200; PB +4)
Bonus
Bo A
ctions
nus Ac tions

T
T raits
raits
Loot Likeness. The fae shape-shifts into the form of a Small
Magic Resistance. The fae has Advantage on saving throws or Medium creature it can see. When it shape-shifs, it learns
against spells and other magical effects. enough general information about the creature, such as
background and personality, to reasonably pass itself off as
Actions
Ac tions
the creature. The fae's statistics are the same in each form.
Multiattack. The fae makes two Fae Blade attacks and uses The fae reverts to its true form when it is reduced to 0 Hit
Vexing Prank. Points, uses Loot Likeness again, or takes a Bonus Action to
revert to its true form.
Fae Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 18 (3d8 +
5) Force damage.

77 APPENDIX D | MONSTERS
H
H iigh ae
gh Fa F K
indguard
e Ki ndguard

Medium Fey, Any Alignment


AC 17 Initiative +6 (16)
HP 156 (24d8 + 48)
Speed 40 ft., Fly 60 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE

S
S t r 22 +6 +10
tr D
D e x 23 +6 +10
ex C
C o n 15 +2 +2
on

II n t 14 +2 +2 W
nt W i s 17 +3 +3
is C
C h a 13 +1 +1
ha

Skills Acrobatics +10, Athletics +10, Perception +7


Resistances Bludgeoning, Piercing, Slashing
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Sylvan
CR 12 (XP 8,400; PB +4)
T
T raits
raits

Evasion. If the fae is subjected to an effect that allows it


to make a Dexterity saving throw to take only half
damage, it instead takes no damage if it succeeds on the
saving throw and only half damage if it fails, provided it
doesn't have the Incapacitated condition.
Magic Resistance. The fae has Advantage on saving
throws against spells and other magical effects. High Fae Kindguard
Actions
Ac tions High fae kindguards have spent centuries perfecting their
martial prowess, moving with a speed and grace others can
Multiattack. The fae makes two Fae Claymore attacks, only imagine. Their tall stature, large wings, elaborate horns,
then uses Tripping Feint and Darting Flight. and massive weapons give them a truly intimidating
Fae Claymore. Melee Attack Roll: +10, reach 10 ft. Hit: silhouette.
20 (4d6 + 6) Force damage, and the target's speed is The most trusted high fae kindguards are in direct service
reduced by 10 feet, to a minimum of 5 feet, until the to Talion, the Kindly Lord. Nine times nine have these high
start of the high fae's next turn. fae sworn a binding oath to protect the Kindly Lord, each
time pricking their hand on a hawthorn branch to seal the
Tripping Feint. Dexterity Saving Throw: DC 18, one promise.
Large or smaller creature the fae can see within 10 feet.
Failure: The target has the Prone condition. “The Kindly Lord does not issue invitations to
Darting Flight. The fae moves up to its speed without their court lightly. I suggest you accept.”
provoking Opportunity Attacks. — Gwyddion, messenger of Talion
Reactions
Re actions

Riposte. Trigger: The fae is hit by a melee attack roll


while holding a weapon. Response: The fae adds 4 to its
AC against that attack, possibly causing the attack to
miss, then makes one Fae Claymore attack against the
triggering creature.

APPENDIX D | MONSTERS 78
H
H iigh ae
gh Fa Fage
e Ma M
ge

Medium Fey, Any Alignment


AC 17 Initiative +4 (14)
HP 148 (27d8 + 27)
Speed 30 ft., Fly 30 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE

Str
St r 11 +0 +0 D
D e x 18 +4 +4 C
ex C o n 12 +1 +1
on

Int
In t 17 +3 +7 W
W i s 15 +2 +6 C
is C h a 24 +7 +11
ha

Skills Arcana +11, Investigation +7, Nature +7


Resistances Bludgeoning, Piercing, Slashing
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Sylvan
CR 12 (XP 8,400; PB +4)
T
T raits
raits

Magic Resistance. The fae has Advantage on saving


throws against spells and other magical effects.

Actions
Ac tions

Multiattack. The fae makes two Elemental Strike attacks.


Elemental Strike. Melee or Ranged Attack Roll: +11,
reach 5 ft. or range 60 ft. Hit: 18 (2d10 + 7) damage of
a type of the fae's choice: Acid, Cold, Fire, Lightning, or
Thunder.
High Fae Mage Negotiate Life (Recharge 5–6). The fae siphons energy,
High fae mages are some of the mightiest magic users among regaining 30 Hit Points. Constitution Saving Throw: DC
19, up to three creature the high fae can see within 60
the faeries of Eldraine. These skilled spellcasters have feet. Failure: 26 (4d12) Necrotic damage. Success: Half
mastered the arcane art of dealmaking among the fae, damage only.
magically negotiating themselves advantages in battle.
Like many high fae, these mages draw power from the Spellcasting (Sorcerer). The fae casts one of the
latent energy found throughout the wilds of Eldraine. following spells, requiring no spell components and
However, high fae mages also form strong bonds with the using Charisma as the spellcasting ability (spell save DC
elemental powers of Eldraine, allowing the mages to call on 19):
forces like the eastern wind or the fiery hearth.
At Will: Dancing Lights, Detect Magic, Druidcraft, Mage
“The high fae are capable of magic that would make Armor (included above)
even the great Gadwick himself seem little more than a 2/Day Each: Faerie Fire, Gust of Wind, Mirror Image
clumsy apprentice.” Reactions
Re actions

— Chulane, Teller of Tales Fae Counterspell. Trigger: A creature the fae can see
casts a spell with a Verbal, Material, or Somatic
component. Response—Wisdom Saving Throw: DC 19,
the triggering creature. Failure: 10 (3d6) Psychic
damage, the spell fails with no effect, and the action,
Bonus Action, or Reaction used to cast it is wasted. If
the spell was cast with a spell slot, the slot isn't
expended. Success: Damage only.

79 APPENDIX D | MONSTERS
High Fae Noble
High fae nobles regard themselves as the natural and obvious
superiors of all in Eldraine. Many have been given dominion
over a small aspect of the natural world; there are dukes and
duchesses for each of the seasons, and noble archivists track
every promise made and broken within the borders of
Eldraine.
High fae nobles use their illusions and innate magic to
impress their peers and express their capricious natures.
Many adorn themselves with auras of magic that dazzle
others, while uttering mocking phrases that magically stun
and ridicule their opponents. High fae nobles will spend
countless years in mind-bendingly complicated games of
political calculus, their alliances ever-shifting as they jockey
for favors and status in the Kindly Lord's court.

H
H iigh ae
gh Fa F oble
e No ble N
Medium Fey, Any Alignment
AC 17 Initiative +7 (17)
Fae Blade. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (3d8 +
HP 175 (27d8 + 54)
Speed 40 ft., Fly 40 ft. (hover) 7) Force damage.
MOD SAVE MOD SAVE MOD SAVE Spellcasting. The fae casts one of the following spells,
Str
St r 13 +1 +1 Dex
De x 25 +7 +12 C
C o n 15 +2 +2
on requiring no spell components and using Charisma as the
II n t 19 +4 +9
nt W
W i s 18 +4
is +9 C
C h a 22 +6 +11
ha
spellcasting ability (spell save DC 19):

Skills History +9, Insight +14, Perception +9 At Will: Detect Magic, Prestidigitation, Suggestion
Resistances Bludgeoning, Piercing, Slashing 1/Day Each: Major Image, Zone of Truth
Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 19 Stunning Soliloquy (Recharge 5–6). Wisdom Saving Throw:
Languages Common, Sylvan, Telepathy 120 ft. DC 19, each creature of the fae's choice within 30 feet.
CR 13 (XP 10,000; PB +5) Failure: The target has the Stunned condition. At the end of
each of its turns, the target repeats the save, ending the
Traits
Tr aits effect on itself on a success. After 1 minute, it succeeds
automatically
Aura of Overwhelming Splendor. Wisdom Saving Throw:
Each creature of the fae's choice that starts its turn in a 5- Reactions
Re actions
foot Emanation originating from the high fae. Failure: The
target has the Charmed condition until the start of its next The fae can take up to three reactions per round but only
turn. While Charmed, the target also has the Incapacitated one per turn.
condition.
Capricious Step. Trigger: The fae takes damage. Response:
Legendary Resistance (3/Day). If the fae fails a saving throw, The fae has the teleports to an unoccupied space it can see
it can choose to succeed instead. within 30 feet and has the Invisible condition until the end
of its next turn.
Magic Resistance. The fae has Advantage on saving throws
against spells and other magical effects. Ridicule. Trigger: A creature misses the fae with an attack
roll: Response: The triggering creature takes 5 (2d4) Psychic
Actions
Ac tions damage.
Multiattack. The fae makes two Fae Blade attacks. It can
replace one of these attacks with Stunning Soliloquy if
available.

APPENDIX D | MONSTERS 80
Narwhal
Na rwhal

Gargantuan Beast, Unaligned


AC 13 Initiative -1 (9)
HP 189 (14d20 + 42)
Speed 0 ft., Swim 60 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 26 +8 +8 D
D e x 8 –1 –1 C
ex C o n 17 +3 +3
on

Int
In t 3 –4 –4 W
W i s 12 +1 +1
is C
Cha 5 –3 –3 ha

Senses Darkvision 120 ft., Passive Perception 11


Languages None
CR 8 (XP 3,900; PB +3)
Traits
Tr aits

Lagoon Breach. The whale's High Jump out of the water


is 30 feet. The whale can make one Bite or Horn attack
during the jump.
Water Breathing. The whale can breathe only underwater.
Narwhal Actions
Ac tions
Habitat: Coastal, Underwater; Treasure: None
Multiattack. The whale makes one Bite attack and one
The horned loch-whale, like the unicorn and bunnicorn, is a Horn attack.
horned beast of legend. Unlike the former two examples, the
loch-whale is a carnivorous terror. It is rarely sighted, but Bite. Melee Attack Roll: +11, reach 5 ft. Hit: 21 (3d8 +
when it grows hungry enough, it can leap up from the water 8) Piercing damage. If the target is Large or smaller, it is
to pierce and drag down prey swimming or flying overhead. swallowed. While swallowed, the target has the Blinded
and Grappled conditions, has Total Cover, and takes 3
(1d6) Acid damage at the start of each of the whale's
turns.
The whale can swallow two creatures this way. If the
whale takes 30 damage or more on a single turn from a
swallowed creature, the whale regurgitates all swallowed
creatures, each of which falls in a space within 10 feet of
the whale and has the Prone condition. If the whale dies,
all swallowed creatures are similarly regurgitated.
Horn. Melee Attack Roll: +11, reach 15 ft. Hit: 18 (3d6
+ 8) Piercing damage.

81 APPENDIX D | MONSTERS
Ice
Ic E
lemental
e El emental

Large Elemental, Neutral


AC 16 Initiative +0 (10)
HP 93 (11d10 + 33)
Speed 30 ft., Burrow 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 18 +4 +4
tr D e x 17 +3 +3 C
D ex C o n 16 +3 +3on

Int
In t 5 –3 –3 W
W i s 10 +0 +0 C
is Cha 8 –1 –1 ha

Vulnerabilities Fire
Resistances Bludgeoning, Piercing, Slashing
Immunities Cold, Poison; Exhaustion, Paralyzed,
Petrified, Poisoned, Unconscious
Senses Darkvision 60 ft., Passive Perception 10
Languages Primordial (Aquan, Auran)
CR 5 (XP 1,800; PB +3)
Traits
Tr aits

Cold Aura. At the end of each of the elemental's turns,


each creature in a 10-foot Emanation originating from Ice Elemental
the elemental takes 5 (1d10) Cold damage. Water in the Habitat: Arctic; Treasure: Relics
Emanation freezes to a depth of 6 inches until the end
of the elemental's next turn. Creatures that were Elementals are incarnations of the elements: air, earth, fire,
swimming on the surface of frozen water have the and water. Though little more than animated energy on their
Restrained condition until the end of the elemental's own planes of existence, they can be called on by spellcasters
next turn, or until the Restrained creature takes an action and powerful beings to take shape and perform tasks.
to break free. Ice elementals have hulking, humanoid forms composed
Ice Glide. When the elemental uses its Burrow Speed to entirely out of ice, having a translucent white quality and
move through ice or snow, it doesn't disturb the being covered in frost resembling armor and weapons.
material it moves through.

Actions
Ac tions

Multiattack. The elemental makes two Freeze attacks.


Freeze. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 +
4) Cold damage, and the target's speed is reduced by 10
feet until the end of its next turn. Critical Hit: The target
has the Restrained condition until the end of its next
turn or until it takes Fire damage.

APPENDIX D | MONSTERS 82
Knight
Kn ight of
of Eldraine
El draine

Medium Humanoid (Human), Any Alignment


AC 18 Initiative +1 (11)
HP 78 (12d8 + 24)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 16 +3 +3 D
D e x 12 +1 +1 C
ex C o n 14 +2 +4
on

Int
In t 13 +1 +1 W
W i s 11 +0 +2 C
is C h a 13 +1 +1
ha

Gear Heavy Crossbow, Longsword


Senses Passive Perception 10
Knight of Eldraine Languages Common
CR 3 (XP 700; PB +2)
Habitat: Any; Treasure: Armaments
T
T raits
Even in the shattered remnants of the realm in the aftermath
raits

of the Phyrexian invasion, knighthood is among the highest Knightly Virtue. The knight has Advantage on ability
honors one can receive. Knights of the realm, who are all checks and saving throws it makes using one ability,
addressed with the honorific "Syr," are revered as champions, determined by the court it serves: Ardenvale (Charisma),
heroes, and paragons of virtue. Embereth (Wisdom), Garenbrig (Strength), Locthwain
Knights of Eldraine channel their devotion to the virtues of (Constitution), Vantress (Intelligence), or Verdant
the realm into magical power that infuses their attacks. Most (Dexterity).
knights deal extra radiant damage with these attacks, but A
some knights might deal damage of a different type, such as ctions
Ac tions

Fire (for knights of Embereth) or Necrotic (for knights of Lance. Melee Attack Roll: +5, reach 10 ft. Hit: 9 (1d12 +
Locthwain). 3) Piercing damage plus 9 (2d8) Radiant damage.
Longsword. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8
+ 3) Slashing damage plus 9 (2d8) Radiant damage, and
the knight gains a +2 bonus to its AC until the start of its
next turn.
Heavy Crossbow. Ranged Attack Roll: +3, range
100/400 ft. Hit: 6 (1d10 + 1) Piercing damage plus 9
(2d8) Radiant damage.

83 APPENDIX D | MONSTERS
L
L iiving P
uppet
ving Pu ppet

Tiny Construct, Any Alignment


AC 12 Initiative +2 (12)
HP 21 (6d4 + 6)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S
Str 6 –2 –2 D
tr D e x 14 +2 +2 C
ex C o n 13 +1 +1 on

I 10 +0 +2 W
W i s 11 +0 +2 C
C h a 10 +0 +2

Living Puppet
nt
In t is ha

Resistances Bludgeoning, Piercing, Slashing


Immunities Poison; Paralyzed, Petrified, Poisoned Habitat: Urban; Treasure: Implements
Senses Darkvision 30 ft., Passive Perception 10
Languages Common Living puppets are marionettes and dolls that have been
CR 2 (XP 450; PB +2) animated by magic. Faerie pathlighters, known for meddling
in human affairs, have a particular inclination to creating
T
T raits
raits living puppets and accompanying them on their curious
False Apperance. If the puppet is motionless at the start
adventures throughout the land.
of combat, it has Advantage on its Initiative roll.
Moreover, a creature that hasn't observed the puppet
move or act can discern the puppet is a creature only
with a successful DC 10 Intelligence (Investigation)
check as a Study action.

Actions
Ac tions

Multiattack. The puppet makes two Slam attacks.


Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2)
Bludgeoning damage.

APPENDIX D | MONSTERS 84
Lost
Lo L
egionnaire
st Le gionnaire

Medium Undead, Any Alignment


AC 12 Initiative +2 (12)
HP 55 (10d8 + 10)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 16 +3 +3 D
D e x 15 +2 +2 C
ex C o n 12 +1 +4on

Lost Legionnaire Int


In t 13 +1 +1 W
W i s 12 +1 +4 C
is C h a 14 +2 +2ha

Habitat: Forest, Swamp; Treasure: Relics Skills Perception +4


Resistances Bludgeoning, Necrotic, Piercing, Slashing
In times past, knights of Locthwain would venture into the Immunities Poison; Charmed, Exhaustion, Frightened,
wilds to find a worthy gift from the wilds to give to Queen Grappled, Paralyzed, Petrified, Poisoned, Restrained
Ayara, ruler of the court. These relics would remind her of Senses Passive Perception 14
the time of the elven dominion, and if a knight was found Languages The languages it knew in life
worthy, his reward would be a marriage to the queen and a CR 5 (XP 1,800; PB +3)
send-off into the wilds to find the fabled Cauldron of Eternity, T
whose magic can bring the dead back to life. T raits
raits

But as Locthwain exemplifies the virtue of persistence, not Incorporeal Passage. The legionnaire can move through
even death can stop these knights As ghosts, they scour the other creatures and objects as if they were Difficult
wilds for any trace of the Cauldron, and will jealously defend Terrain. If it ends its turn inside an object, it is shunted to
its secrets from anyone unlucky enough to wander into their the nearest unoccupied space and takes 5 (1d10) Force
path. damage for every 5 feet traveled.

Actions
Ac tions

Multiattack. The legionnaire makes two Withering Blade


attacks.
Withering Blade. Melee Attack Roll: +6, reach 5 ft. Hit: 8
(1d8 + 3) Slashing damage plus 11 (2d10) Necrotic
damage.

85 APPENDIX D | MONSTERS
Mage
Ma A
pprentice
ge Ap prentice

Medium Humanoid, Any Alignment


AC 13 Initiative +0 (10)
HP 13 (3d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S
Str 9 –1 –1 D
tr D e x 10 +0 +0 C
ex C o n 10 +0 +0on

I W i s 10 +0 +0 C
14 +2 +2 W C h a 11 +0 +0

Mage Apprentice
nt
In t is ha

Skills Arcana +4, History +4


Senses Passive Perception 10 Habitat: Urban; Treasure: Arcana
Languages Common
CR 1/4 (XP 50; PB +2) Apprentices are novice arcane spellcasters who serve more
experienced wizards, especially in Castle Vantress. They
A
A ctions
ctions perform menial work like cooking or cleaning in exchange for
Arcane Burst. Melee or Ranged Attack Roll: +4, reach 5
education in the ways of magic.
ft. or range 120 ft. Hit: 7 (1d10 + 2) Force damage.
Spellcasting (Wizard). The apprentice casts one of the
following spells using Intelligence as the spellcasting
ability (spell save DC 14):
At will: Mage Hand, Prestidigitation
1/Day Each: Burning Hands, Detect Magic, Mage Armor
(included above)

APPENDIX D | MONSTERS 86
Merfolk
Me age
rfolk Sa geS
Medium Humanoid (Merfolk), Any Alignment
AC 15 Initiative +2 (12)
HP 81 (18d8)
Speed 20 ft., Swim 40 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 9 –1 –1 D
D e x 14 +2 +2 C
ex C o n 11 +0 +0on

Int
In t 17 +3 +6 W
W i s 12 +1 +4 C
is C h a 11 +0 +0
ha

Skills Arcana +6, History +6


Senses Passive Perception 11
Languages Aquan, Common, Sylvan
CR 6 (XP 2,300; PB +3)
A
A ctions
ctions

Merfolk Multiattack. The merfolk makes three Aquatic Burst


attacks.
Habitat: Coastal, Underwater; Treasure: Relics
Aquatic Burst. Melee or Ranged Attack Roll: +6, reach 5
The merfolk of Eldraine, also called Undines, are defined by ft. or range 120 ft. Hit: 11 (2d10) Cold damage plus 5
their compulsive curiosity. Rather than seeking knowledge in (1d10) Acid damage.
service of others, merfolk hoard secrets and lord them over
others. As a result, little is known about merfolk origins, Spellcasting (Wizard). The merfolk casts one of the
customs, or magic. following spells using Intelligence as the spellcasting
ability (spell save DC 14):
Merfolk Sage At will: Comprehend Languages, Detect Magic, Identify,
Merfolk sages are those who have hoarded the most Mage Armor (included above), Prestidigitation
knowledge, especially that of an arcane nature. Some knights 2/Day Each: Banishment, Dispel Magic, Locate Object
will specifically seek out merfolk sages to uncover 1/Day Each: Legend Lore, Locate Creature, Protection
knowledge. However, ask a merfolk even a simple question from Evil and Good, Scrying
and the answer is a journey far beyond the known. Reactions
Re actions

Counterspell (1/Day). The merfolk casts Counterspell in


response to that spell's trigger, using the same
spellcasting ability in Spellcasting.
Shield (2/Day). The merfolk casts Shield in response to
that spell's trigger, using the same spellcasting ability in
Spellcasting.

87 APPENDIX D | MONSTERS
Merfolk
Me S
cavenger
rfolk Sc avenger

Medium Humanoid (Merfolk), Any Alignment


AC 12 Initiative +2 (12)
HP 22 (4d8 + 4)
Speed 20 ft., Swim 40 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 12 +1 +1
tr D e x 14 +2 +4 C
D ex C o n 12 +1 +1
on

Int
In t 11 +0 +0 W
W i s 10 +0 +0 C
is C h a 13 +1 +1
ha

Skills Athletics +3, Perception +2


Gear two Nets
Senses Passive Perception 12
Languages Aquan, Common
CR 1 (XP 200; PB +2)
T
T raits
raits
Merfolk Scavenger
Amphibious. The merfolk can breathe air and water.
Not all undines are content to seek knowledge peacefully.
Actions
Ac tions Scavengers comb the shallows of Lochmere for relics of a
bygone era. And if they happen upon a lone traveler, all the
Multiattack. The merfolk makes two Coral Rapier attacks better.
and uses Net.
Coral Rapier. Melee Attack Roll: +4, reach 5 ft. Hit: 6
(1d8 + 2) Piercing damage plus 11 (2d10) Necrotic
damage.
Net. Dexterity Saving Throw: DC 12, one Large or
smaller creature the merfolk can see within 15 feet.
Failure: The target has the Restrained condition until
freed or until the net is destroyed (AC 10; HP 5;
Immunity to Bludgeoning, Poison, and Psychic damage).
The target or a creature within 5 feet of it can make a DC
10 Strength (Athletics) check as an action, freeing the
Restrained target on a success.

APPENDIX D | MONSTERS 88
N
N iightmare aunt
ghtmare Ha H
unt

Medium Aberration, Neutral Evil


AC 13 Initiative +3 (13)
HP 44 (8d8 + 8)
Speed 30 ft., Climb 30 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 14 +2 +2 D
D e x 17 +3 +3 C
ex C o n 13 +1 +1
on

Int
In t 9 –1 –1 W
W i s 12 +1 +1 C
is C h a 17 +3 +3
ha

Immunities Psychic; Blinded, Charmed, Exhaustion,


Frightened
Senses Blindsight 120 ft. (Blinded beyond this radius),
Passive Perception 11
Languages Deep Speech, Telepathy 120 ft.
CR 5 (XP 1,800; PB +3)
Traits
Tr aits

Magic Resistance. The haunt has Advantage on saving


throws against spells and other magical effects.
Somnophage. At the start of its turn, the haunt gains a
number of Temporary Hit Points equal to 5 times the

Nightmare Haunt number of creatures that have the Unconscious


condition in 30-foot Emanation originating from the
Habitat: Dream Realm; Treasure: None haunt.

Nightmare haunts are terrors from the minds of Eldraine's Actions


Ac tions

sleeping citizens, made tangible by the planeswalker Ashiok. Multiattack. The haunt makes two Claw attacks.
These creatures can hurt the body and also attack the minds
of dreamers afflicted by the Wicked Slumber. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d6 + 3)
Nightmare haunts appear as horrifying shadow creatures Slashing damage plus 9 (2d8) Psychic damage.
with forms evocative of their victims' deepest fears. Due to
the collective trauma experienced by the people of Eldraine Tendrils of Slumber (Recharge 5–6). Strength Saving
during the Phyrexian invasion, many nightmare haunts take Throw: DC 14, each creature in a 15-foot Emanation
the shape of those terrifying invaders, having multiple limbs originating from the haunt. Failure: 11 (2d10) Necrotic
and inhuman visages. Smoky purplish energy wafts from damage, and the target has the Restrained condition for
their forms, suggesting their connection to the Wicked 1 minute or until the haunt uses Tendrils of Slumber
Slumber. again. At the end of each of its turns, the target repeats
the save, ending the effect on itself on a success. Failure
by 5 or More: The Restrained target also has the
Unconscious condition until it takes damage or another
creature takes an action to shake it awake.

Bonus
Bo A
ctions
nus Ac tions

Shadow Stealth. While in Dim Light or Darkness, the


haunt takes the Hide action.

89 APPENDIX D | MONSTERS
Ogre
Og C
hitterlord
re Ch itterlord

Large Giant, Any Alignment


AC 12 Initiative +0 (10)
HP 52 (7d10 + 14)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 19 +4 +4
tr D e x 10 +0 +0 C
D ex C o n 15 +2 +2
on

Int
In t 5 –3 –3 W
W i s 12 +1 +3 C
is Cha 9 –1 –1ha

Skills Animal Handling +3, Nature +1


Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Giant
CR 3 (XP 700; PB +2)
Traits
Tr aits

Speak with Rats. The ogre can communicate simple


concepts to rats and giant rats.

Actions
Ac tions

Multiattack. The ogre makes two attacks, using Club or


Rat-Tail Whip in any combination.
Ogre Chitterlord
Habitat: Forest, Swamp, Urban; Treasure: Relics
Club. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 +
4) Bludgeoning damage. When ogres first moved into the wilds of Eldraine, they
encountered all manner of unfamiliar creatures: spellcasting
Rat-Tail Whip. Melee Attack Roll: +6, reach 10 ft. Hit: 13 witches, tricksy faeries, and talking beasts. Over generations,
(2d8 + 4) Slashing damage. If the target is Large or these ogres adapted to their new environs, passing down a
smaller, it is pulled up to 5 feet toward the ogre. spellcasting tradition of their own to help their kin wreak
Spellcasting (Druid). The ogre casts one of the following
havoc in the wilds and beyond.
spells, requiring no spell components and using Wisdom
An ogre chitterlord exercises control over the rats that
as the spellcasting ability (spell save DC 11):
infest Dunbarrow and countless other regions in the wilds of
Eldraine. When ogres venture from the wilds to raid nearby
At Will: Beast Sense (rats only), Druidcraft, Entangle settlements, an ogre chitterlord often leads the way, calling
1/Day Each: Animal Messenger (rats only), Stinking rats from the alleys and sewers to harry townsfolk from
Cloud within the city while the ogres lay siege to the outer walls.
Should their rodent allies fail them, chitterlords can also turn
Bonus
Bo A
ctions
nus Ac tions the tide of any battle with their prodigious strength and
Call Rats (1/Day) The ogre summons two Giant Rats.
druidic magic.
Each creature appears in an unoccupied space the ogre
can see within 30 feet. Each creature is an ally to the
ogre, obeys its verbal commands, and takes its turns
immediately after the ogre's on the same Initiative
count. The creatures remain for 1 hour, until the ogre
dies, or until the ogre dismisses them as a Bonus Action.

APPENDIX D | MONSTERS 90
Otter
Ot ter

Small Beast, Unaligned


AC 13 Initiative +0 (10)
HP 2 (1d6 - 1)
Otter Speed 30 ft., Swim 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Habitat: Forest, Grassland; Treasure: None
Str
St r 3 –4 –4 D
D e x 16 +3 +3
ex C
C o n 8 –1
on –1
Otters are aquatic mammals found commonly in the rivers II n t 2 –4 –4 W
W ii s
s 12 +1 +1 C
C h a 3 –4 –4
and lochs of the Wilds. Some otters show a particular
nt ha

penchant for magic, and while this is rare, some wizards are Skills Acrobatics +5, Perception +3
known to take the furry critters as familiars. On Eldraine, the Senses Darkvision 60 ft., Passive Perception 13
Find Familiar spell can summon an otter. Languages None
CR 0 (XP 10; PB +2)
A
A ctions
ctions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing


damage.

91 APPENDIX D | MONSTERS
julia metzger

Ouphe
Ou phe

Tiny Fey, Chaotic Neutral


AC 15 Initiative +4 (14)
HP 10 (4d4)
Speed 20 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S
Str tr3 –4 –4 DD e x 18 +4 +4 C
ex C o n 10 +0 +0
on

I n t 11 +0 +0 W
Int W i s 12 +1 +1 C
is C h a 14 +2 +2
ha

Skills Perception +3, Sleight of Hand +6, Stealth +6


Senses Passive Perception 13
Languages Common, Sylvan
CR 1/4 (XP 50; PB +2)
A
A ctions
ctions

Antimagic (Recharge 6). The ouphe targets one magic


item it can see within 120 feet. If the magic item isn't an
Artifact, its magical properties don't work for 10
minutes, until the ouphe has the Incapacitated
Ouphe
condition, or until the ouphe takes a Bonus Action to Habitat: Forest; Treasure: Arcana
end the effect.
Ouphes are curious creatures found throughout the wilds of
Spellcasting. The ouphe casts one of the following spells Eldraine. Though often seen as dim-witted, ouphes are
using Charisma as the spellcasting ability (spell save DC magically connected to the natural world and know more
12): about the secret lives of trees, mushrooms, and moss than
most mortals. Ouphes are related to faeries, though they are
At Will: Druidcraft, Vicious Mockery (level 5 version) treated as distant (and embarassing) cousins.
1/Day Each: Confusion, Dancing Lights, Dispel Magic,
Hideous Laughter, Magic Aura, Plant Growth (as an
action)
Tail Swipe. Melee Attack Roll: +6, reach 5 ft. Hit: 1
Bludgeoning damage.

Reactions
Re actions

Counterspell (1/Day). The ouphe casts Counterspell in


response to that spell's trigger, using the same
spellcasting ability in Spellcasting.

APPENDIX D | MONSTERS 92
igor kieryluk

Questing
Qu east
esting Be B
ast

Large Monstrosity, Neutral Good


AC 16 Initiative +1 (16)
HP 104 (11d10 + 44)
Speed 60 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 19 +4 +4 D
D e x 12 +1 +1 C
ex C o n 18 +4 +4
on

Int
In t 10 +0 +0 W
W i s 16 +3 +3 C
is Cha 9 –1 –1 ha

Skills Insight +9, Perception +9, Stealth +4


Immunities Blinded, Charmed, Deafened, Exhaustion,
Frightened, Stunned
Senses Truesight 30 ft., Passive Perception 19
Languages All
CR 6 (XP 2,300; PB +3)
Traits
Tr aits

Questing Beast Vigilant. The beast has Advantage on Initiative rolls.

Habitat: Forest; Treasure: Relics Actions


Ac tions

Multiattack. The beast makes one Solemn Bite attack,


The Questing Beast is a kind of hydra or chimera, with a one Furious Bite attack, and one Mirthful Bite attack.
sharp stinging tail and reptilian features. Despite its name, it
is not beastly in the slightest. It is incredibly intelligent and Furious Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11
wise, so much so that the throne of the high king is (2d6 + 4) Piercing damage plus 3 (1d6) Psychic
dependent on its whim. damage, and the target has the Charmed condition until
When there is to be a new high king in Eldraine, there is no the start of the beast's next turn. Before moving on its
political vying or maneuvering. Instead, the Questing Beast turn, the Charmed target must take the Attack action to
chooses two individuals each generation, a future king and make an attack against a creature of the beast's choice.
queen, to undertake the challenge of attaining knighthood in
all five courts. If they are successful, they are crowned the Mirthful Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11
next high king and high queen. (2d6 + 4) Piercing damage plus 3 (1d6) Psychic
damage, and the target has the Incapacitated and Prone
conditions until the start of the beast's next turn. During
that time, it laughs uncontrollably if it's capable of
laughter, and it can't end the Prone condition on itself.
Solemn Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11
(2d6 + 4) Piercing damage plus 3 (1d6) Poison damage,
and the target has the Poisoned condition until the start
of the beast's next turn.

93 APPENDIX D | MONSTERS
Ranger
Ra nger

Medium Humanoid, Any Alignment


AC 16 Initiative +4 (14)
HP 75 (10d8 + 30)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S t r 11 +0 +0
S tr D e x 18 +4 +4 C
D ex C o n 16 +3 +3
on

Int
In t W i s 14 +2 +2 C
11 +0 +0 W is C h a 10 +0 +0
ha

Skills Acrobatics +6, Perception +6, Stealth +6 Ranger


Gear Longbow, Shortsword Habitat: Forest, Urban; Treasure: Armaments
Senses Passive Perception 16
Languages Common The Boundary Lands that divide the Realm and Wilds are
CR 3 (XP 700; PB +2) dangerous. Many travelers and adventuring parties hire the
services of rangers, who brave the Wilds and help citizens of
A
A ctions
ctions the Realm navigate the shifting and dangerous landscape. A
Multiattack. The ranger makes two attacks, using good ranger knows to watch the skies for the Archons of
Longbow or Shortsword in any combination. Boundaries, and uses their presence to assist them with
navigation and spotting danger.
Longbow. Ranged Attack Roll: +6, range 150/600 ft.
Hit: 8 (1d8 + 4) Piercing damage.
Shortsword. Melee Attack Roll: +6, reach 5 ft. Hit: 7
(1d6 + 4) Piercing damage.

Bonus
Bo A
ctions
nus Ac tions

Hunter's Mark (3/Day). The ranger casts Hunter's Mark


using Wisdom as the spellcasting ability.

APPENDIX D | MONSTERS 94
R
R iimestag
mestag

Large Beast, Unaligned


AC 11 Initiative +0 (10)
HP 68 (8d10 + 24)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE

Strr 19 +4 +4 D
D e x 11 +0 +0 C
C o n 16 +3 +3

Rimestag
St ex on

Int
In t W i s 10 +0 +0 C
2 –4 –4 W is Cha 6 –2 –2 ha

Habitat: Arctic; Treasure: None


Skills Perception +2
Attracted by the quiet of Hylda’s realm, reindeer herds moved Senses Passive Perception 12
in and made themselves at home near the palace of ice. Languages None
These beasts have an innate, elemental magic. Their horns of CR 3 (XP 700; PB +2)
hoarfrost grow every night, gleam at dawn, and melt by dusk. Actions
Ac tions

Multiattack. The rimestag makes two Ram attacks.


Ram. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4)
Bludgeoning damage plus 2 (1d4) Cold damage. If the
rimestag moved at least 20 feet straight toward the
target immediately before the hit, the target also has the
Prone condition.

95 APPENDIX D | MONSTERS
adam paquette

Land Giant
Habitat: Grassland, Hill; Treasure: Relics

Far larger than the 15-foot tall giants of Garenbrig, the realm-
cloaked giant is an enigmatic figure that uses its strength and
magic to upend entire villages throughout the realms. This
dangerous figure has been quested after and hunted by
knights of all courts in the past, to no avail. Its power is
hitherto unmatched throughout the realm or the wilds.

Land
La iant
nd Gi antG
Gargantuan Giant, Neutral
AC 18 Initiative +2 (12) A
A ctions
ctions

HP 402 (23d20 + 161)


Speed 60 ft. Multiattack. The giant uses Cast Off and makes two attacks,
using Slam or Boulder in any combination. It can replace Cast
MOD SAVE MOD SAVE MOD SAVE
Off with a Boulder attack.
Str
St r 27 +8 +8 Dex
De x 14 +2 +2 C
C o n 25 +7 +14
on

II n t 14 +2 +2
nt W
W i s 21 +5 +12
is C h a 18 +4 +4
C ha
Boulder. Ranged Attack Roll: +15, range 120/480 ft. Hit: 27
(3d12 + 8) Bludgeoning damage.
Skills Perception +12
Resistances Bludgeoning, Piercing, Slashing Cast Off. Dexterity Saving Throw: DC 23, one creature the
Immunities Poison; Paralyzed, Poisoned, Prone giant can see within 30 feet. Failure: 30 (4d10 + 8)
Senses Passive Perception 22 Bludgeoning damage, and the target is pushed up to 100
Languages Giant feet away from the giant and has the Prone condition.
CR 22 (XP 41,000; PB +7)
Slam. Melee Attack Roll: +15, reach 20 ft. Hit: 26 (4d8 + 8)
T
T raits
raits Force damage.
Legendary Resistance (4/Day). If the giant fails a saving Bonus
Bo A
ctions
nus Ac tions
throw, it can choose to succeed instead.
Earth-Shaking Movement. The giant moves up to its Speed,
Magic Resistance. The giant has Advantage on saving throws then sends a shockwave through the ground in a 60-foot-
against spells and other magical effects. radius circle centered on the giant. Constitution Saving
Throw: DC 23, each creature in the circle. Failure: The target
Siege Monster. The giant deals double damage to objects has the Prone condition and its Concentration is broken.
and structures.

APPENDIX D | MONSTERS 96
Redtooth
Re W
erefox
dtooth We refox

Medium Monstrosity (Elf), Any Alignment


AC 13 Initiative +3 (13)
HP 60 (11d8 + 11)
Speed 30 ft. (Elf only) or 40 ft. (Fox and Hybrid only)
MOD SAVE MOD SAVE MOD SAVE

Str
St r 16 +3 +3 D
D e x 17 +3 +3 C
ex C o n 12 +1 +1
on

Int
In t 11 +0 +0 W
W i s 13 +1 +1 C
is C h a 10 +0 +0
ha

Skills Acrobatics +5, Perception +5, Survival +3


Gear Lance
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Elvish
CR 3 (XP 700; PB +2)

Redtooth Werefox A
A ctions
ctions

Habitat: Forest; Treasure: Relics Multiattack. The werefox makes two attacks, using Bite
or Lance in any combination.
By day, the elves of Redtooth Keep are agile and adept
rangers, expertly patrolling the lands around one of the last Bite (Fox and Hybrid Only). Melee Attack Roll: +5, reach
elven citadels in Eldraine. But at night, terrifying howls echo 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the werefox
from the keep's halls as its inhabitants transform into moved at least 20 feet straight toward the target
ruthless werefoxes. immediately before the hit, and the target is Large or
Unlike other forms of lycanthropy, the werefox curse isn't smaller, the target has the Prone condition.
contagious and is limited to the elves of Redtooth Keep. Lance (Elf and Hybrid Only). Melee Attack Roll: +5, reach
Legends say that long ago, the garrison at Redtooth Keep 10 ft. Hit: 9 (1d12 + 3) Piercing damage.
turned away a group of travelers seeking shelter. Before
departing, one of the travelers was revealed to be a powerful Entangling Arrow (Elf and Hybrid Only). Ranged Attack
witch and cursed the elves, declaring that their bodies would Roll: +5, range 150/600 ft. Hit: 10 (2d6 + 3) Piercing
forever transform to match their hearts' selfish and bestial damage, and the target has the Restrained condition
natures. until the start of the werefox's next turn.

“My people are both bloom and thorn. Our Bonus


Bo A
ctions
nus Ac tions

ferocious impulses are as much a part of us as our skills, our Change Shape. The werefox shape-shifts into a fox-elf
beauty, and our history.” Hybrid, into a Fox, or back into its Elf form. Its game
— Yenna, Redtooth regent statistics, other than its Speed, are the same in each
form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its elf form when it dies.
Vulpine Nimbleness (Fox and Hybrid Only). The werefox
takes the Dash or Disengage action.

97 APPENDIX D | MONSTERS
Serpent
Se rpent

Huge Dragon, Unaligned


AC 16 Initiative +1 (11)
HP 123 (13d12 + 39)
Speed 10 ft., Swim 40 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 19 +4 +7
tr D e x 12 +1 +1 C
D ex C o n 17 +3 +6
on

Int
In t 8 –1 –1 W
W i s 13 +1 +1 C
is C h a 10 +0 +0
ha

Skills Perception +4, Stealth +4


Immunities Cold
Senses Darkvision 120 ft., Passive Perception 14
Languages understands Draconic but can't speak
CR 8 (XP 3,900; PB +3)
T
T raits
raits
Serpent
Habitat: Coastal, Underwater; Treasure: Implements
Amphibious. The serpent can breathe air and water.
Serpents are enormous beasts, draconic and aquatic in
Siege Monster. The serpent deals double damage to nature. They make their homes in the great lakes of Eldraine,
objects and structures. including Lochmere and Loch Larent.
Actions
Serpents are as fiercely territorial as any other dragons,
Ac tions
and they do not take kindly to ships passing over their
Multiattack. The serpent makes one Bite attack and uses domains without permission. Some can be appeased by
Constrict or Tail. offerings of treasure, but most demand that a ship's crew
sacrifice one or more of their own.
Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 +
4) Piercing damage plus 5 (1d10) Cold damage.
Living amid the wreckage of sunken ships or in deep sea
caves, serpents collect the cargo of the craft they sink,
Constrict. Dexterity Saving Throw: DC 15, one Large or amassing great hoards of trade goods, sailors' trinkets, and
smaller creature the serpent can see within 5 feet. pirates' booty.
Failure: 22 (4d8 + 4) Bludgeoning damage, and the
target has the Grappled condition (escape DC 15). While
Grappled, the target has the Restrained condition.
Tail. Dexterity Saving Throw: DC 15, one creature the
serpent can see within 5 feet. Failure: 9 (1d10 + 4)
Bludgeoning damage, and the target is pushed up to 20
feet away and has the Prone condition.

APPENDIX D | MONSTERS 98
Sewer
Se ing
wer Ki ngK
Medium Fiend, Lawful Evil
AC 13 Initiative +1 (11)
HP 52 (8d8 + 16)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 18 +4 +4 D
D e x 13 +1 +1 C
ex C o n 14 +2 +2
on

Int
In t 8 –1 –1 W
W i s 12 +1 +1 C
is C h a 11 +0 +0
ha

Skills Perception +5, Stealth +3


Immunities Poison; Poisoned
Senses Darkvision 120 ft., Passive Perception 15
Sewer King Languages Infernal, Telepathy 30 ft.
CR 2 (XP 450; PB +2)
Habitat: Urban; Treasure: Relics
T
T raits
Sewer kings are hulking, monstrous rats empowered by
raits

fiendish blood. This unholy influence gives sewer kings their Speak with Beasts. The king can comprehend and
enormous size, supernatural strength, wicked cunning, and verbally communicate with Beasts.
ability to speak.
Deep in the bowels of towns and cities, sewer kings reign Actions
Ac tions

over underground vermin, dreaming of the day when rats will Rancid Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 8
overthrow surface dwellers. Rancid saliva drips from a sewer (1d8 + 4) Piercing damage plus 7 (2d6) Acid damage,
king's maw, and swarms of vermin skitter at the monstrous and the target has the Poisoned condition until the start
rat's beck and call. of the king's next turn.

“'The human world will fall,' whispered the Summon Swarm (1/Day). The king summons a Swarm of
monstrous rat. 'You have but one choice to make: Will you fall Rats, which appears in an unoccupied space the king can
see within 30 feet. The swarm is an ally to the king,
with it?'” obeys its verbal commands, and takes its turns
— Song of the Vermin immediately after the king's on the same Initiative count.
The swarm remains for 1 hour, until the king dies, or
until the king dismisses it as a Bonus Action.

Bonus
Bo A
ctions
nus Ac tions

Skitter. The king moves up its Speed without provoking


Opportunity Attacks.

99 APPENDIX D | MONSTERS
Shrouded
Sh S
hepherd
rouded Sh epherd

Medium Celestial, Neutral Good


AC 16 Initiative +1 (11)
HP 65 (10d8 + 20)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 18 +4 +7
tr D e x 12 +1 +1 C
D ex C o n 15 +2 +2
on

Int
In t 10 +0 +0 W
W i s 16 +3 +6 C
is C h a 11 +0 +0
ha

Skills Insight +6, Perception +6


Immunities Poison; Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Celestial, Common
CR 5 (XP 1,800; PB +3) Shrouded Shepherd
T
T raits
raits Habitat: Dream Realm; Treasure: None

Cleave Shadows. The shepherd has Advantage on attack When the curse of the Wicked Slumber began, the Ardenvale
rolls against Aberrations and Undead. noble girl Neva was among the first to fall asleep. At the
command of high king Kenrith, the loremages of Vantress
Magic Resistance. The shepherd has Advantage on sealed her into a glass coffin to study the curse's effects.
saving throws against spells and other magical effects. Unbeknownst to them, Neva wandered a land of dreams and
Actions
nightmares, searching for a way home. She would have
Ac tions
perished in the land of dreams were it not for the intervention
Multiattack. The shepherd makes two Blessed Axe of a mysterious spectral figure.
attacks.
Blessed Axe. Melee Attack Roll: +7, reach 5 ft. Hit: 10
(1d12 + 4) Slashing damage plus 3 (1d6) Radiant
damage.

Reactions
Re actions

Protection. Trigger: An enemy the shepherd can see


makes an attack roll against an ally within 5 feet.
Response: The attack roll has Disadvantage.

APPENDIX D | MONSTERS 100


Snapping
Sn ydra
apping Hy H
dra

Huge Monstrosity, Unaligned


AC 20 Initiative -3 (12)
HP 149 (13d12 + 65)
Speed 30 ft., Swim 40 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 21 +5 +5 D
D e x 5 –3 –3 C
ex C o n 21 +5 +5
on

Int
In t 2 –4 –4 W
W i s 16 +3 +3
is C
Cha 7 –2 –2 ha

Skills Perception +11


Immunities Blinded, Charmed, Deafened, Frightened,
Stunned, Unconscious
Senses Darkvision 60 ft., Passive Perception 21
Languages None
CR 11 (XP 7,200; PB +4)
Traits
Tr aits

Amphibious. The hydra can breathe air and water.


Multiple Heads. The hydra has five heads. Whenever the
hydra takes 30 or more damage in a single turn, one of
its heads is destroyed. If all its heads are destroyed, the
Snapping Hydra Goose Mother dies.
Habitat: Coastal; Treasure: None
At the end of its turn, the hydra grows two heads for
each of its heads that were destroyed since its last turn,
A rare variety of hydra native to the wilds of Eldraine, unless it has taken Cold damage since its last turn. The
snapping hydras resemble giant, many-headed turtles. hydra regains 10 Hit Points for each head it regrows.
Snapping hydras dwell at the bottom of the wild's largest Vigilant. The hydra has Advantage on Initiative rolls.
lakes, or along shorelines where the wilds meet the ocean.
These monstrous creatures are aptly named; their bites are Actions
Ac
known to snap giants' arms cleanly in half.
tions

Snapping hydras have naturally long life spans and strong Multiattack. The hydra makes as many Bite attacks as it
instincts of self-preservation. When a snapping hydra feels a has heads in its Multiple Heads trait.
battle's odds tipping out of its favor, the hydra lets out a raspy Bite. Melee Attack Roll: +9, reach 10 ft. Hit: 14 (2d8 +
screech and retracts into its shell. In the wilds of Eldraine, it's 5) Piercing damage.
never long before a hungry or curious creature arrives to
investigate, leaping into battle with the hydra's foes while the Shell Defense. The hydra withdraws into its shell until it
hydra makes an opportune exit. emerges as a Bonus Action. While withdrawn, the hydra
gains a +4 bonus to AC, has the Prone and Restrained
conditions, and can't take actions or Reactions.

Reactions
Re actions

The hydra can take as many Reactions per round as it has


heads in its Multiple Heads trait, but only one Reaction
per turn and only to make an Opportunity Attack.

101 APPENDIX D | MONSTERS


Specter
Sp ecter of
of N
N iight
ght

Huge Undead, Neutral Evil


AC 15 Initiative +4 (14)
HP 142 (15d12 + 45)
Speed 60 ft., Fly 60 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 22 +6 +6
tr D e x 18 +4 +8 C
D ex C o n 17 +3 +3
on

Int
In t 12 +1 +1 W
W i s 13 +1 +5 C
is C h a 12 +1 +1
ha

Skills Perception +5
Resistances Necrotic
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 120 ft., Passive Perception 15
Languages understands Common but can't speak
CR 12 (XP 8,400; PB +4)
T
T raits
raits

Legendary Resistance (3/Day). If the specter fails a


saving throw, it can choose to succeed instead.
Magic Resistance. The specter has Advantage on saving
throws against spells and other magical effects.

Actions
Ac tions
Specter of Night
Habitat: Forest, Swamp; Treasure: Relics
Multiattack. The specter uses Mournful Keening if
available, then makes one Hooves attack and uses Like dark mirrors of Eldraine's archons, specters appear as
Reaping Scythe. shrouded figures mounted on horrific flying beasts. It is easy
to look at a specter and imagine the rider in command of the
Hooves. Melee Attack Roll: +10, reach 10 ft. Hit: 16 mount, but the truth is the opposite; the flying horror is an
(3d6 + 6) Bludgeoning damage plus 28 (8d6) Necrotic Undead monster that scours the wilds for a knightly corpse.
damage, and the target has the Prone condition if it is On finding one, the horror binds its essence to the dead body,
Large or smaller. giving the corpse the semblance of life as a rider. The two
Reaping Scythe. Dexterity Saving Throw: DC 16, one function as a single creature, more powerful for their
creature the specter can see within 10 ft. Failure: 12 unnatural union.
(1d12 + 6) Slashing damage plus 28 (8d6) Necrotic Humans of Eldraine view specters as heralds of death.
damage, and the target gains 1 level of Exhaustion. Specters are said to utter a keening wail, mournful beyond all
Success: Half damage only. other sounds and audible only to those who are about to die.
Keening Wail (Recharge 6). Constitution Saving Throw:
DC 15, each creature within 120 feet. An Undead
succeeds automatically. Failure: The target is marked for
1 minute or until it is target by Remove Curse or similar
magic. While marked, the target can't regain Hit Points,
has Disadvantage on Death Saving Throws, and all attack
rolls against it have Advantage.

APPENDIX D | MONSTERS 102


Sweettooth
Sw orror
eettooth Ho rror H
Large Fiend, Neutral Evil
AC 14 Initiative +4 (14)
HP 58 (9d10 + 9)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 15 +2 +2 D
D e x 18 +4 +4 C
ex C o n 12 +1 +1
on

Int
In t 6 –2 –2 W
W i s 8 –1 –1 C
isC h a 12 +1 +1ha

Vulnerabilities Bludgeoning
Immunities Poison; Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages None
CR 4 (XP 1,100; PB +2)
Sweettooth Horror T
T raits
raits
Habitat: Forest, Swamp; Treasure: Arcana
Caramelization. When the horror takes Fire damage, it
No one is certain of the true origin of Sweettooth Village. releases a sweet, mesmerizing scent. Wisdom Saving
This eerie, abandoned town constructed of gingerbread and Throw: DC 11, each creature within 30 feet. Failure: The
frosting lies deep in the wilds of Eldraine. Some say the target has the Charmed condition. At the end of each of
fiendish candy monsters that prowl its butterscotch-lined its turns, the target repeats the save, ending the effect
streets were once servants of a powerful witch, and the entire on itself on a success.
place was a trap created to lure hungry travelers. But if the
sugary horrors of Sweettooth Village were ever under Magic Resistance. The horror has Advantage on saving
someone's control, that time has long since passed. throws against spells and other magical effects.

“I smell frosting. Ready your weapons!” Actions


Ac tions

— Greta, scourge of Sweettooth Multiattack. The horror makes one Bite attack and uses
Candy Cane twice.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4)
Piercing damage plus 10 (3d6) Acid damage.
Candy Cane. Dexterity Saving Throw: DC 14, one
creature the horror can see within 10 feet. Hit: 8 (1d8 +
4) Bludgeoning damage, or the target has the Prone
condition and is pulled up to 5 feet toward the horror.

103 APPENDIX D | MONSTERS


Candied
Ca G
rappler
ndied Gr appler

Tiny Fiend, Neutral Evil


AC 14 Initiative +3 (13)
HP 2 (1d4)
Speed 35 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 4 –3
tr –3 D
D e x 16 +3 +3
ex C
C o n 11 +0 +0
on

II n t 6 –2 –2
nt W
W ii s
s 8 –1 –1 C
C h a 12 +1 +1
ha

Immunities Poison; Charmed, Exhaustion, Poisoned Candied Grappler


Senses Darkvision 60 ft., Passive Perception 9 A candied grappler is a sweettooth horror that appears as a
Languages None candied apple, covered in caramel. It has extra apple stems
CR 1/8 (XP 25; PB +2) that act as four, spider-like legs, and it has sharp, human-like
T
T raits
teeth. The bite of the candied grappler is venomous, inflicting
a deadly toxin on the grappler's victims.
raits

Caramelization. When the grappler takes Fire damage, it


releases a sweet, mesmerizing scent. Wisdom Saving “Don’t you mean ‘poisonous’? There’s no such thing
Throw: DC 11, each creature within 30 feet. Failure: The as a venomous—AGGHHH!”
target has the Charmed condition. At the end of each of
its turns, the target repeats the save, ending the effect
on itself on a success.
Magic Resistance. The grappler has Advantage on saving
throws against spells and other magical effects.

Actions
Ac tions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3)


Piercing damage, and the target has the Poisoned
condition until the start

APPENDIX D | MONSTERS 104


Sugarmaw
Su garmaw

Large Fiend, Neutral Evil


AC 18 Initiative –1 (9)
HP 93 (11d10 + 33)
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 18 +4 +4 D
D e x 8 –1 –1
ex C
C o n 17 +3 +3
on

Int
In t 6 –2 –2 W
W i s 8 –1
is –1 C
C h a 12 +1 +1
ha

Immunities Poison; Charmed, Exhaustion, Poisoned


Senses Blindsight 120 ft. (Blinded beyond this radius),
Passive Perception 9
Languages None
CR 5 (XP 1,800; PB +3)
Traits
Tr aits

Caramelization. When the sugarmaw takes Fire damage,


it releases a sweet, mesmerizing scent. Wisdom Saving
Throw: DC 11, each creature within 30 feet. Failure: The
target has the Charmed condition. At the end of each of
its turns, the target repeats the save, ending the effect
on itself on a success.
Sugarmaw Magic Resistance. The sugarmaw has Advantage on
saving throws against spells and other magical effects.
The sugarmaw is a hulking horror of dough, frosting,
cherries, and gummy worm tentacles. Its may has rows of Actions
Ac tions

razor sharp candied teeth. This creature runs entirely on


instinct; the instinct to eat. Multiattack. The sugarmaw uses Gummy Worm four
times and makes one Bite attack.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4)
Piercing damage plus 9 (2d8) Acid damage.
Gummy Worm. Dexterity Saving Throw: DC 15, one
creature within 25 feet. Hit: The target has the Grappled
condition (escape DC 15) until the worm is destroyed
(AC 18; HP 10; Immunity to Poison and Psychic
damage) and, if the target is Medium or smaller, it is
pulled up to 25 feet towards the sugarmaw. The
sugarmaw has four worms, each of which can grappled
one target. If a worm is destroyed, the sugarmaw
extrudes a new worm at the start of its next turn.

105 APPENDIX D | MONSTERS


Scream
Sc uff
ream Pu ffP
Large Fiend, Neutral Evil
AC 9 Initiative –1 (9)
HP 95 (10d10+40)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 18 +4 +4
tr D e x 9 –1 –1
D ex C
C o n 19 +4 +4
on

Int
In t 6 –2 –2 W
W i s 8 –1
is –1 C
C h a 12 +1 +1
ha

Immunities Poison; Charmed, Exhaustion, Poisoned


Senses Darkvision 60 ft., Passive Perception 9
Languages None
CR 5 (XP 1,800; PB +3)
T
T raits
raits

Caramelization. When the puff takes Fire damage, it


releases a sweet, mesmerizing scent. Wisdom Saving
Throw: DC 11, each creature within 30 feet. Failure: The Scream Puff
target has the Charmed condition. At the end of each of
its turns, the target repeats the save, ending the effect
Similar to an ooze in consistency, the scream puff is a large
on itself on a success.
doughy dessert creature of frosting and cream. The viscous,
sugary substance that leaks from its skin is incredibly sticky,
Magic Resistance. The puff has Advantage on saving and not very tasty.
throws against spells and other magical effects.
Sticky Body. A creature that hits the puff with a melee
attack has the Grappled condition (escape DC 15). The
puff can grapple up to three creatures this way.

Actions
Ac tions

Multiattack. The puff makes two Slam attacks.


Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4)
Bludgeoning damage, and the target has the Grappled
condition (escape DC 15). The puff has two arms, each
of which can grapple one target.

APPENDIX D | MONSTERS 106


Tempest
Te art
mpest Ha rtH
Huge Elemental, Unaligned
AC 13 Initiative +3 (13)
HP 147 (14d12 + 56)
Speed 50 ft., Fly 50 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 21 +5 +5 D
D e x 17 +3 +7 C
ex C o n 18 +4 +4
on

Int
In t 3 –4 –4 W
W i s 18 +4 +8 C
is C h a 14 +2 +2
ha

Skills Perception +12


Resistances Bludgeoning, Piercing, Slashing
Immunities Lightning, Thunder; Exhaustion
Senses Passive Perception 22
Languages None
CR 11 (XP 7,200; PB +4)
T
T raits
raits

Legendary Resistance (3/Day). If the hart fails a saving


throw, it can choose to succeed instead.

Actions
Ac tions

Multiattack. The hart uses Lightning Antlers and makes


Tempest Hart one Thunder Hooves attack.
Habitat: Clouds; Treasure: None Lightning Antlers. Constitution Saving Throw: DC 16,
one creature the hart can see within 15 feet. Failure: 16
Storm giants live high above Eldraine in a cloudy landscape (2d10 + 5) Lightning damage, and the target has the
known as Stormkeld. Massive cottages, keeps, and towers dot Stunned condition until the start of the hart's next turn.
this magical realm, scattered between expanses of cloudy
wilderness marked by tangles of giant beanstalks and raging Thunder Hooves. Melee Attack Roll: +9, reach 5 ft. Hit:
storms. Various enormous creatures dwell in these wilds, 14 (2d8 + 5) Thunder damage.
with the tempest hart being among the most majestic.
A colossal elk with antlers made of living lightning, a Reactions
Re actions

tempest hart has a long mane of fine hair that waves as if The hart can take up to two Reactions per round but
tossed by a strong wind. Its patterned hide resembles the only one per turn.
twisting beanstalks that also coil around its legs, shoulders,
and haunches. Entangling Growth. Trigger: The hart is hit with a melee
Storm giant hunters consider tempest harts to be the attack. Response—Strength Saving Throw: DC 16, one
worthiest prey, desirable for their meat and the raw lightning creature the hart can see within 120 feet. Failure: The
of their antlers. However, these creatures wield mighty target has the Grappled condition (escape DC 16) for 1
elemental power to defend themselves. minute or until the hart has the Incapacitated condition.
While Grappled, the target has the Restrained condition.
Lightning Call. Trigger: the hart makes a saving throw or
is hit with a ranged attack. Response—Dexterity Saving
Throw: DC 16, one creature the hart can see within 120
feet. Failure: 19 (3d12) Lightning damage. Success: Half
damage.

107 APPENDIX D | MONSTERS


Thief
Th ief

Medium Humanoid, Any Alignment


AC 16 Initiative +4 (14)
HP 84 (13d8 + 26)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 11 +0 +0
tr D e x 18 +4 +7 C
D ex C o n 14 +2 +2
on

Int
In t 11 +0 +3 W
W i s 11 +0 +0 C
is C h a 12 +1 +1
ha

Skills Acrobatics +7, Athletics +3, Perception +3,


Sleight of Hand +7, Stealth +7
Senses Passive Perception 13
Languages Common, Thieves' Cant
CR 5 (XP 1,800; PB +3)
T
T raits
raits

Evasion. If the thief is subjected to an effect that allows


it to make a Dexterity saving throw to take only half
damage, the thief instead takes no damage if it succeeds
on the saving throw and only half damage if it fails,
provided the thief doesn't have the Incapacitated
condition.
Thief
Habitat: Urban; Treasure: Implements
Actions
Ac tions
Eldraine's thieves are known for perpetrating daring heists,
Multiattack. The thief makes three Thieves' Dagger stealing from Giants and Dragons. They tend to develop a
attacks. romanticized reputation. A master thief might "retire" from
hands-on work to run a thieves' guild, spearhead some covert
Thieves' Dagger. Melee or Ranged Attack Roll: +7, reach enterprise, or enjoy a quiet life of luxury.
5 ft. or range 80/320 ft. Hit: 7 (1d6 + 4) Piercing
damage plus 3 (1d6) Poison damage.

Bonus
Bo A
ctions
nus Ac tions

Cunning Action. The thief takes the Dash, Disengage, or


Hide action.

Reactions
Re actions

Uncanny Dodge. Trigger: A creature the thief can see


hits the thief with an attack. Response: The damage of
the triggering attack is halved.

APPENDIX D | MONSTERS 108


raoul vitale

Treefolk
Habitat: Forest; Treasure: Relics

The wise and ancient treefolk thrive in the depths of


Eldraine's forested wilds. Though many treefolk rival
members of the high fae in age, they rarely interfere with the
goings-on of the faerie court. Instead, treefolk serve as
guardians and shepherds of their wild groves, dispensing
wisdom and blessings to travelers who wander under their
branches.
“Right now, you are a feeble stick, but I will help
you grow some rings.”
— Borogrove, Tuinvale treefolk

Treefolk
Tr eefolk

Large Plant (Treefolk), Any Alignment


AC 17 Initiative +1 (11)
Nightshade Bolt. Ranged Attack Roll: +9, range 60 ft. Hit: 33
HP 171 (18d10 + 72)
(6d10) Poison damage.
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE Spellcasting (Druid). The treefolk casts one of the following
Str
St r 23 +6 +6 Dex
De x 12 +1 +1 Con
Co n 18 +4 +8 spells, requiring no spell components and using Wisdom as
II n t 10 +0 +4
nt W
W ii s
s 20 +5 +9 C
Cha 11 +0 +0
ha
the spellcasting ability (spell save DC 17):

Skills Insight +9, Nature +8, Perception +9 At Will: Detect Poison and Disease, Druidcraft
Vulnerabilities Fire 2/Day Each: Enlarge/Reduce, Speak with Plants
Resistances Bludgeoning, Piercing 1/Day: Commune with Nature (as an action)
Senses Blindsight 30 ft., Passive Perception 19
Languages Common, Druidic, Sylvan Bonus
Bo nus Ac A
ctions
tions

CR 11 (XP 7,200; PB +4) Oaken Boon. The treefolk blesses another willing creature
T
T raits
raits
that it can see within 60 feet for 1 minute, until the treefolk
has the Incapacitated condition, or until the treefolk uses
Plant Camouflage. The treefolk has Advantage on Dexterity Oaken Boon again. While blessed, the target can use the
(Stealth) checks it makes in forest terrain. treefolk's Tree Step and gains 5 (2d4) Temporary Hit Points
at the start of each of its turns.
Actions
Ac tions

Tree Step. The treefolk teleports to an unoccupied space it


Multiattack. The treefolk makes two attacks, using Crushing
can see within 60 feet. Both the space it leaves and its
Vine and Nightshade Bolt in any combination.
destination must be within 5 feet of a living tree that is the
Crushing Vine. Melee Attack Roll: +10, reach 10 ft. Hit: 25 treefolk's size or larger.
(3d12 + 6) Bludgeoning damage. If the target is Large or
smaller, it has the Grappled condition (escape DC 18). While
Grappled, the target has the Restrained condition. The
treefolk has six vines, each of which can grapple one target.

109 APPENDIX D | MONSTERS


Troll
Tr K
ing
oll Ki ng

Large Giant, Chaotic Evil


AC 16 Initiative +1 (11)
HP 95 (10d10 + 40)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE

S
S t r 19 +4 +4
tr D e x 13 +1 +1 C
D ex C o n 18 +4 +7 on

Int
In t 8 –1 –1 W
W i s 9 –1 –1 C
is Cha 7 –2 –2 ha

Skills Perception +5
Immunities Poisoned
Senses Blindsight 60 ft., Passive Perception 15
Languages Giant
CR 7 (XP 2,900; PB +3)
Troll King
Traits
Tr aits Habitat: Hill, Mountain; Treasure: Armaments
Magic Resistance. The troll has Advantage on saving
throws against spells and other magical effects.
Trolls are commonly found hiding beneath bridges in the
Realm or the Tanglespan, waiting for unsuspecting travelers
Regeneration. The troll regains 10 Hit Points at the start to walk by so the troll can have an easy meal. Trolls are too
of its turn unless it took Acid or Fire damage since the dim-witted to have their own nations or kingdoms; the "troll
start of its last turn. The troll dies only if it starts its turn king" is an epithet given by intelligent creatures to a
with 0 Hit Points and doesn't regain Hit Points. particularly nasty or terrible troll.
Actions
Ac tions

Multiattack. The troll makes two Rend attacks.


Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (2d10 +
4) Slashing damage plus 9 (2d8) Poison damage.
Belch (Recharge 5–6). The troll casts Stinking Cloud
centered on itself, requiring no spell components and
using Constitution as the spellcasting abiliity (spell save
DC 15).

APPENDIX D | MONSTERS 110


The Whispering Witch
Habitat: Forest; Treasure: Relics

Many wonder at how the Phyrexian Invasion was able to so


quickly overrun the forces of Eldraine. Rumors persist that
before the invasion, a witch from another world appeared to
gather knowledge of the plane's inner workings. That witch
has since disappeared...or so the legends say.

The
Th e Wh W
hispering itch
ispering Wi tch W
Medium Monstrosity (Phyrexian), Chaotic Evil
AC 18 Initiative +4 (14) Black Sun's Flame (2/Day). Dexterity Saving Throw: DC 20,
HP 181 (33d8 + 33) each creature in a 10-foot-radius, 40-foot-high Cylinder
Speed 15 ft. centered on a point the Witch can see within 120 feet.
MOD SAVE MOD SAVE MOD SAVE
Failure: 14 (4d6) Fire damage and 14 (4d6) Necrotic
damage. Success: Half damage only.
Str
St r 16 +3 +3 Dex
De x 18 +4 +4 Con
Co n 12 +1 +7
II n t 21 +5 +5
nt W
W ii s
s 17 +3 +9 C
C h a 22 +6 +12
ha
Spellcasting (Warlock). The Witch casts one of the following
spells, requiring no spell components and using Charisma as
Skills Arcana +11, Deception +12, Perception +9, Insight the spellcasting ability (spell save DC 20):
+9
Resistances Bludgeoning, Piercing, Slashing At Will: Command, Detect Magic, Detect Thoughts
Immunities Necrotic; Frightened 2/Day Each: Bestow Curse, Hold Person, Silence
Senses Darkvision 120 ft., Passive Perception 19 1/Day Each: Darkness, Dispel Magic, Circle of Death,
Languages Common, Phyrexian Suggestion
CR 18 (XP 20,000; PB +6)
Reactions
Re actions
Traits
Tr aits
The Witch can take up to three Reactions per round but only
Legendary Resistance (3/Day). If the Witch fails a saving one per turn.
throw, she can choose to succeed instead.
Retaliating Claw. Trigger: The Witch takes damage.
Actions
Ac tions Response: The Witch makes one Claw attack.
Multiattack. The Witch makes three Claw attacks. Retaliating Spell. Trigger: The Witch uses its Legendary
Resistance trait or makes a saving throw. Response: The
Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 13 (2d6 + 6)
Witch uses Spellcasting.
Slashing damage plus 7 (2d6) Necrotic damage, and the
target gains 1 level of Exhaustion.

111 APPENDIX D | MONSTERS


Witchkite
Habitat: Swamp; Treasure: Arcana

While many dragons of Eldraine hoard wealth and material


goods, witchkites prefer hoarding forbidden and dangerous
magical secrets. The arcane nature of a witchkite's hoard
seeps into the dragon's core, granting it spellcasting abilities
and twisting its fiery breath into malevolent motes of magical
flame.
“I heard there's an especially fearsome witch
around here. Or was it a particularly cruel dragon? The tales
were very confu—”
— Last words of the mostly forgotten adventurer Osval

W
W iitchkite
tchkite

Huge Dragon, Chaotic Evil


AC 16 Initiative +0 (10) Malevolent Flare. Dexterity Saving Throw: DC 17, one
HP 220 (21d12 + 84)
creature the witchkite can see within 60 feet. Failure: 22
Speed 40 ft., Fly 80 ft.
(5d8) Fire damage, and the target takes a Reaction (if
MOD SAVE MOD SAVE MOD SAVE
available) to make one melee attack against another creature
Str
St r 23 +6 +6 Dex
De x 10 +0 +5 Con
Co n 18 +4 +4 of the witchkite's choice within 5 feet of the target. Failure
II n t 15 +2 +2
nt W
W ii s
s 17 +3 +8 C
Cha 19 +4 +9
ha by 5 or More: The target also takes 13 (2d12) Psychic
damage. Success: Half damage only.
Skills Arcana +7, Perception +8, Stealth +5
Resistances Fire, Psychic Spellcasting (Warlock). The witchkite casts one of the
Senses Darkvision 120 ft., Passive Perception 18 following spells, requiring no spell components and using
Languages Draconic Charisma as the spellcasting ability (spell save DC 17):
CR 15 (XP 13,000; PB +5)
At Will: Detect Magic, Minor Illusion, Speak with Dead
T
T raits
raits 1/Day Each: Detect Thoughts, Dimension Door, Hold
Legendary Resistance (3/Day). If the witchkite fails a saving Monster
throw, it can choose to succeed instead.
Reactions
Re actions

Actions
Ac tions The witchkite can take up to two Reactions per round but
Multiattack. The witchkite makes two Rend attacks and uses only one per turn.
Malevolent Flare. Enchanting Gaze. Trigger: A creature the witchkite can see
Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 16 (3d6 + 6) moves within 10 feet. Response—Wisdom Saving Throw:
Slashing damage. DC 17, the triggering creature. Failure: 10 (3d6) Psychic
damage, and the target has the Charmed condition until the
end of its next turn.
Retribution. Trigger: The witchkite takes damage. Response:
The witchkite makes one Rend attack.

APPENDIX D | MONSTERS 112


W
W iitchstalker
tchstalker

Large Monstrosity, Unaligned


AC 13 Initiative +3 (13)
HP 82 (11d10 + 22)
Speed 60 ft.
MOD SAVE MOD SAVE MOD SAVE

Str
St r 18 +4 +7 D
D e x 16 +3 +3 C
ex C o n 15 +2 +2
on

Int
In t 8 –1 –1 W
W i s 12 +1 +4 C
is Cha 6 –2 –2 ha

Skills Perception +7, Stealth +6


Senses Truesight 60 ft., Passive Perception 17
Languages understands Common but can't speak
CR 6 (XP 2,300; PB +3)
Traits
Tr aits

Magic Resistance. The witchstalker has Advantage on


saving throws against spells and other magical effects.
Smell Magic. The witchstalker can pinpoint the location
of any creature or object that bears magic within 120
Witchstalker feet. It also has Advantage on attack rolls against a
creature if that creature has cast a spell since the end of
Savage Howls and Snapping Jaws the witchstalker's last turn.
Habitat: Forest, Swamp; Treasure: Arcana Actions
Ac tions

Twice the size of ordinary wolves, witchstalkers are drawn to Multiattack. The witchstalker makes two Bite attacks.
sources of magic by their supernatural sense of smell. As a
result, the moors and forests of Dunbarrow make for good Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (3d6 + 4)
hunting grounds. The greater the source of magic, the more Piercing damage, and the target has the Prone condition
witchstalkers are drawn to the area. To their dismay, witches if it is Large or smaller.
have drawn as many as a dozen witchstalkers. Mind-Wracking Howl (Recharge 5–6). Wisdom Saving
Witchstalkers resemble monstrous wolves with enormous Throw: DC 13, each creature within 30 feet. A
jaws and ridged spines. By feeding on spellcasters and other Monstrosity succeeds automatically. Failure: 24 (7d6)
sources of magic, witchstalkers developed their own magical Psychic damage, and the target has Disadvantage on
abilities, including a supernatural howl and the ability to Constitution saving throws it makes to maintaion
teleport next to unsuspecting prey. Concentration until the end of its next turn. Success:
Half damage only.

Reactions
Re actions

Spell Stalk. Trigger: A creature within 120 feet casts a


spell. Response: The witchstalker teleports to an
unoccupied space within 5 feet of the trigger creature
and makes one Bite attack.

113 APPENDIX D | MONSTERS


Appendix D: Rules Glossary

T
his glossary presents rules that are referenced
in this guide and not found in the Player's
Handbook (2014), or have updated versions in D20 Tests
the 2024 D&D Free Rules. This is done in an D20 Tests encompass the three main rolls of the game:
effort to maintain compatibility and ease of use ability checks, attack rolls, and saving throws. If something in
for all DMs using the latest edition of the game affects D20 Tests, it affects all three of those rolls.
Dungeons and Dragons.
Rules Definitions Darkvision
The rules definitions are presented in alphabetical order. If you have Darkvision, you can see in Dim Light within a
specified range as if it were Bright Light and in Darkness
within that range as if it were Dim Light. You discern colors
Attitude in that Darkness only as shades of grey.
A monster has a starting attitude toward a player character:
Friendly, Hostile, or Indifferent.
Emanation [Area of Effect]
An Emanation is an area of effect that extends in straight
Blindsight lines from a creature or object in all directions. The effect
If you have Blindsight, you can see within a specific range that creates an Emanation specifies the distance it extends.
without relying on physical sight. Within that range, you can An Emanation moves with the creature or object that is its
see anything that isn't behind Total Cover even if you have the origin unless it is an instantaneous or stationary effect.
Blinded condition or are in Darkness. Moreover, in that range An Emanation's origin (creature or object) isn't included in
you can see anything that has the Invisible condition. the area of effect unless its creator decides otherwise.

Bloodied Exhaustion [Condition]


A creature is Bloodied while it has half its Hit Points or fewer While you have the Exhaustion condition, you experience the
remaining. following effects.
Exhaustion Levels. This condition is cumulative. Each
time you receive it, you gain 1 Exhaustion level. You die if
Burrow Speed your Exhaustion level is 6.
D20 Tests Affected. When you make a D20 Test the roll is
A creature that has a Burrow Speed can use that speed to reduced by 2 times your Exhaustion level.
move through sand, earth, mud, or ice. The creature can't Speed Reduced. Your Speed is reduced by a number of
burrow through solid rock unless the creature has a trait that feet equal to 5 times your Exhaustion level.
allows it to do so. Removing Exhaustion Levels. Finishing a Long Rest
removes 1 of your Exhaustion levels. When your Exhaustion
level reaches 0, the condition ends.

Friendly [Attitude]
A Friendly creature views you favorably. You have Advantage
on an ability check to influence a Friendly creature.

Hostile [Attitude]
A Hostile creature views you unfavorably. You have
Disadvantage on an ability check to influence a Hostile
creature.

APPENDIX E | RULES GLOSSARY 114


Indifferent [Attitude] Origin Feat
An Indifferent creature has no desire to help or hinder you. Origin feats include Alert, Crafter, Healer, Lucky, Magic
Indifferent is the default attitude of a monster. Initiate, Musician, Savage Attacker, Skilled, Tavern Brawler,
and Tough.
Influence [Action]
With the Influence action, you urge a monster to do Shape-Shifting
something. Describe or roleplay how you're communicating If an effect, such as Wild Shape or the Polymorph spell, lets
with the monster. Are you trying to deceive, intimidate, you shape-shift, its description specifies what happens to you.
amuse, or gently persuade? The DM then determines Unless that description says otherwise, any ongoing effects
whether the monster feels willing, unwilling, or hesitant due on you—conditions, spells, curses, and the like—carry over
to your interaction; this determination establishes whether an from one form to the other. You revert to your true form if you
ability check is necessary, as explained below. die.
Willing. If your urging aligns with the monster's desires,
no ability check is necessary; the monster fulfills your request
in a way it prefers. Surprise
Unwilling. If your urging is repugnant to the monster or If a creature is caught unawares by the start of combat, that
counter to its alignment, no ability check is necessary; it creature is surprised, which causes it to have Disadvantage
doesn't comply. on its Initiative roll.
Hesitant. If you urge the monster to do something that it is
hesitant to do, you must make an ability check, which is
affected by the monster's attitude: Indifferent, Friendly, or
Hostile, each of which is defined in this glossary. The Tremorsense
Influence Checks table suggests which ability check to make A creature with Tremorsense can pinpoint the location of
based on how you're interacting with the monster. The GM creatures and moving objects within a specific range,
chooses the check, which has a default DC equal to 15 or the provided that the creature with Tremorsense and anything it
monster's Intelligence score, whichever is higher. On a is detecting are both in contact with the same surface (such
successful check, the monster does as urged. On a failed as the ground, a wall, or a ceiling) or the same liquid.
check, you must wait 24 hours (or a duration set by the DM) Tremorsense can’t detect creatures or objects in the air,
before urging it in the same way again. and it doesn’t count as a form of sight.
Influece Checks
Ability Check Interaction Trusight
Charisma (Deception)
Deceiving a monster that If you have Truesight, your vision is enhanced within a
understands you specified range. Within that range, your vision pierces
Charisma through the following:
(Intimidation)
Intimidating a monster Darkness. You can see in normal and magical Darkness.
Invisibility. You see creatures and objects that have the
Charisma
Amusing a monster Invisible condition.
(Performance) Visual Illusions. Visual illusions appear transparent to
Charisma (Persuasion)
Persuading a monster that you, and you automatically succeed on saving throws against
understands you them.
Wisdom (Animal Gently coaxing a Beast or
Transformations. You discern the true form of any
Handling) Monstrosity
creature or object you see that has been transformed by
magic.
Ethereal Plane. You see into the Ethereal Plane.
Magic [Action]
When you take the Magic action, you cast a spell that has a Utilize [Action]
casting time of an action or use a feature or magic item that You normally interact with an object while doing something
requires a Magic action to be activated. else, such as when you draw a sword as part of the Attack
action. When an object requires an action for its use, you take
the Utilize action.
Monster
A monster is a creature controlled by the DM, even if the
creature is benevolent.

115 APPENDIX E | RULES GLOSSARY


Coming Soon: Eldraine Adventures
There are three published adventures available for this supplement, all found in the book Planeshifted Presents: On An Adventure.
These adventures have not yet been updated for the 2024 version of D&D or the latest version of this guide.
You can check out the 5e compatible version of this guide by clicking here.
Updates to these adventures should be coming by the end of 2024. New adventures will be rolling out over next year, stay tuned!

COMING SOON | ADVENTURES 116


A Tale Only You
Can Tell
Huge thank you to all of my supporters and my
personal play group, and to James Wyatt for his
work on the original Plane Shift supplements.

This supplement is 100% free fan content


permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.

If you'd like to help support more Magic: the


Gathering planes homebrewed into D&D,
consider supporting me on Patreon, or buying
me a coffee.

For use with the fifth edition Player's Handbook,


Monster Manual, and Dungeon Master's Guide

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