Planeshifted Guide To Eldraine v2.0
Planeshifted Guide To Eldraine v2.0
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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
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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.
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.
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
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
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
Actions
Ac tions
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.
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
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
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
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
APPENDIX D | MONSTERS
chris rahn
Archon of Boundaries
Habitat: Forest; Treasure: Relics
Archon
Ar chon of
of Boundaries
Bo undaries
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
53 APPENDIX D | MONSTERS
Animated
An room
imated Br B
oom
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
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
Actions
Ac tions
APPENDIX D | MONSTERS 54
Animated
An auldron
imated Ca C
uldron
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
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
Bonus
Bo A
ctions
nus Ac tions
APPENDIX D | MONSTERS 56
Beanstalk
Be iant
anstalk Gi G
ant
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
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
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
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
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
59 APPENDIX D | MONSTERS
Clockwork
Cl ervant
ockwork Se S
rvant
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
APPENDIX D | MONSTERS 60
Corridor
Co M
onitor
rridor Mo nitor
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
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
Reactions
Re actions
61 APPENDIX D | MONSTERS
Deathless
De ider
athless Ri R
der
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
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
“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
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
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
Actions
Ac tions
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
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
Bonus
Bo A
ctions
nus Ac tions
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
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
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
APPENDIX D | MONSTERS 68
mitchell malloy & maddie julyk
Fox
Fo x
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
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
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
Actions
Ac tions
APPENDIX D | MONSTERS 70
G
G iiant G
oose
ant Go ose
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
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
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
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
73 APPENDIX D | MONSTERS
Gluttoneer
Gl uttoneer
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
B A ctions
B onus A
onus ctions
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
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
H
H iigh ae
gh Fa F mpostor
e Im I
postor
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
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
APPENDIX D | MONSTERS 78
H
H iigh ae
gh Fa Fage
e Ma M
ge
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
Actions
Ac tions
— 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
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
81 APPENDIX D | MONSTERS
Ice
Ic E
lemental
e El emental
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
Actions
Ac tions
APPENDIX D | MONSTERS 82
Knight
Kn ight of
of Eldraine
El draine
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
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
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
Actions
Ac tions
APPENDIX D | MONSTERS 84
Lost
Lo L
egionnaire
st Le gionnaire
Str
St r 16 +3 +3 D
D e x 15 +2 +2 C
ex C o n 12 +1 +4on
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
85 APPENDIX D | MONSTERS
Mage
Ma A
pprentice
ge Ap prentice
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
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
87 APPENDIX D | MONSTERS
Merfolk
Me S
cavenger
rfolk Sc avenger
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
APPENDIX D | MONSTERS 88
N
N iightmare aunt
ghtmare Ha H
unt
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
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
89 APPENDIX D | MONSTERS
Ogre
Og C
hitterlord
re Ch itterlord
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
Actions
Ac tions
APPENDIX D | MONSTERS 90
Otter
Ot ter
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
91 APPENDIX D | MONSTERS
julia metzger
Ouphe
Ou phe
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
Reactions
Re actions
APPENDIX D | MONSTERS 92
igor kieryluk
Questing
Qu east
esting Be B
ast
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
93 APPENDIX D | MONSTERS
Ranger
Ra nger
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
Bonus
Bo A
ctions
nus Ac tions
APPENDIX D | MONSTERS 94
R
R iimestag
mestag
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
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
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
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
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.
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
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
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
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
99 APPENDIX D | MONSTERS
Shrouded
Sh S
hepherd
rouded Sh epherd
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
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
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
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
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
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.
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.
— 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.
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
Actions
Ac tions
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
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
Actions
Ac tions
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
Actions
Ac tions
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.
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
Bonus
Bo A
ctions
nus Ac tions
Reactions
Re actions
Treefolk
Habitat: Forest; Treasure: Relics
Treefolk
Tr eefolk
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
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
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.
W
W iitchkite
tchkite
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.
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
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
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.
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.
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