Eldrazi

The Eldrazi are a race of interplanar beings that once traveled from plane to plane through the Æther. They fed on the mana and life energy of the planes, leaving lifeless husks in their wake as they moved from one world to the next. Their origin is unknown and their nature is poorly understood, and if they have thoughts or goals beyond simply feeding, their minds are utterly inscrutable. Even their magic transcends the categories of spells and classifications of mana, recognizing no distinction between the mana of one land and that of another.

Multitudes of lesser creatures—drones, spawn, and more powerful servitors—seem to emanate from the titans when they are active, much as clouds of vapor emanate from boiling water. Each titan has its own brood lineage, which shares certain common features. The people of Zendikar have named the various kinds of lesser Eldrazi, but they appear in such multifarious variety that they are difficult to fully categorize.

Some speculate that the lineages of lesser Eldrazi are extensions of their titan sires, extending the titans’ will and reach across the plane, and harvesting mana and life energy that is then channeled back to the titans. In effect, the great multitudes of lesser Eldrazi are organs of the titans, serving sensory and digestive functions for these alien beings.

These lesser Eldrazi come in a bewildering variety of forms, from weak spawn to towering behemoths nearly as large as the titans. The brood lineages of the three titans are markedly different from each other, and they have different effects on the land and its creatures as they spread across Zendikar.



Eldrazi Drone

Medium aberration, neutral


  • Armor Class 9
  • Hit Points 67 (9d8 + 27)
  • Speed 10 ft., swim 10 ft.

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)

  • Damage Immunities psychic
  • Condition Immunities blinded, charmed, prone
  • Senses blindsight 30 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Aberrant Ground. The ground in a 10-foot radius around the drone is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Eldritch shape. The drone's form is unnerving to look at to creatures of the material plane. Each creature that starts its turn within 20 feet of the drone and can see it must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Multiattack. The Eldrazi Drone makes one bite attack and, if it can, uses its Blinding Spittle.

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Blinding Spittle (Recharge 5-6). The drone spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the drone's next turn.



Eldrazi

Large aberration, chaotic neutral


  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3)

  • Saving Throws Dex +6, Con +5, Wis +5, Cha +6
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 12
  • Languages
  • Challenge 8 (3,900 XP)

Rejuvenation. If it dies, the eldrazi returns to life in its home plane in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting. The eldrazi is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight, dimension door
5th level (2 slots): dominate person

Actions

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) necrotic damage on a failed save, or half as much damage on a successful one.

Life Drain. Melee Spell Attack: +7 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.



Eldrazi Scout

Medium aberration (eldrazi), neutral


  • Armor Class 16 (natural armor)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 11 (+0) 8 (-1) 12 (+1)

  • Skills Arcana +3, Perception +2
  • Damage Resistances acid, cold, fire, lightning, thunder
  • Damage Immunities psychic
  • Condition Immunities blinded, charmed
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 12
  • Languages
  • Challenge 8 (3,900 XP)

Shapechanger. The eldrazi can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Innate Spellcasting. The eldrazi's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, mage hand
3/day each: fear, invisibility
1/day each: fireball (reskinned as psychic damage)

Magic Resistance. The eldrazi has advantage on saving throws against spells and other magical effects.

Regeneration. The eldrazi regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The eldrazi makes three claw attacks. Alternatively, it uses its Psychic Flame twice.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashsing damage plus 12 (5d4) necrotic damage.

Psychic Flame. Ranged Weapon Attack: +5 to hit, range 60 ft., deals damage to all creatures in a 10 ft. radius. Hit: 10 (3d6) psychic damage.



Eldrazi Corruptor

Huge aberration (eldrazi), neutral


  • Armor Class 17 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 20 (+5) 5 (-3) 12 (+1) 13 (+1)

  • Saving Throws Str +7, Con +8, Wis +4
  • Damage Resistances cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
  • Languages
  • Challenge 8 (3,900 XP)

Magic Resistance. The eldrazi has advantage on saving throws against spells and other magical effects.

Disorienting Presence. Any creature that starts its turn within 10 feet of the eldrazi must succeed on a DC 12 Wisdom saving throw or be paralyzed until the start of its next turn. On a successful saving throw, the creature is immune to the eldrazi's presence for 24 hours.

Actions

Multiattack. The eldrazi makes three claw attacks. Alternatively, it uses its Psychic Flame twice.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashsing damage plus 12 (5d4) necrotic damage.

Life Drain. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a creature perishes in this way, it is revived on its next turn as an Eldrazi Drone.




Eldrazi Loper

Large aberration (eldrazi), neutral


  • Armor Class 13 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 60 ft., climb 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 4 (-3) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Damage Immunities psychic
  • Condition Immunities blinded, charmed
  • Senses blindsight 60 ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Eldritch Shape. The loper's form is unnerving to look at to creatures of the material plane. Each creature that starts its turn within 20 feet of the loper and can see it must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Multiattack. The loper makes two Stomp attacks or one Stomp attack and one Psychic Blast attack.

Stomp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Psychic Blast. Melee Spell Attack: +3 to hit, reach 10 ft., all targets in range. Hit: 11 (3d6 + 1) psychic damage.



Eldrazi Crystal Golem

Large construct (aberration), neutral


  • Armor Class 17 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 15 (+2) 16 (+3) 10 (+0)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 13
  • Languages
  • Challenge 12 (8,400 XP)

Immutable Form. The eldrazi is immune to any spell or effect that would alter its form.

Magic Resistance. The eldrazi has advantage on saving throws against spells and other magical effects.

Magic Weapons. The eldrazi's weapon attacks are magical.

Actions

Multiattack. The eldrazi may make two slam attacks or one slam attack and one life drain attack.

Life Drain. Melee Spell Attack: +10 to hit, reach 10 ft., one creature. Hit: 16 (3d6 + 6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5-6). The eldrazi targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 15 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Eldrazi Thought Harvester

Large aberration (eldrazi), neutral


  • Armor Class 24 (natural armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 18 (+4) 18 (+4) 18 (+4) 10 (+0)

  • Saving Throws Int +9, Cha +5
  • Skills Insight +9, Perception +9
  • Damage Immunities necrotic, psychic
  • Condition Immunities charmed, exhaustion, frightened, grappled
  • Senses darkvision 120 ft., passive Perception 19
  • Languages
  • Challenge 15 (13,000 XP)

Actions

Multiattack. The eldrazi makes two psychic whip attacks or one life drain attack.

Life Drain. Melee Spell Attack: +7 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Psychic Whip. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) psychic damage.

Reactions

Harvest Thoughts (Recharge 4-6). As a reaction, the eldrazi chooses a target within 30 feet that it can see that has the spellcasting ability. The target must make a DC 17 saving throw using their spellcasting ability. On a failure, the target loses one spell slot of their highest available. The spell slot does not return until the spellcaster takes a long rest.



Eldrazi Dread Drone

Large aberration (eldrazi), neutral


  • Armor Class 22 (natural armor)
  • Hit Points 184 (16d10 + 96)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 22 (+6) 16 (+3) 15 (+2) 10 (+0)

  • Damage Immunities necrotic, psychic
  • Condition Immunities charmed, exhaustion, frightened, grappled
  • Senses darkvision 120 ft., passive Perception 12
  • Languages
  • Challenge 15 (13,000 XP)

Actions

Multiattack. The eldrazi makes two slash attacks or one slash attack and one life drain attack.

Life Drain. Melee Spell Attack: +10 to hit, reach 10 ft., one creature. Hit: 15 (3d6 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Slash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage plus 12 (2d6 + 5) necrotic damage.

Spawn Eldrazi (Recharge 5-6). As an action the eldrazi creates 2 (1d4) eldrazi spawn. The spawn appear in an unoccupied space within 5 ft. of the eldrazi.


Eldrazi Spawn

Small aberration (eldrazi), neutral


  • Armor Class 14 (natural armor)
  • Hit Points 28 (8d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Damage Resistances necrotic, psychic
  • Senses darkvision 120 ft., passive Perception 10
  • Languages
  • Challenge 15 (13,000 XP)

Evolution. If four Eldrazi Spawn are within 5 feet of each other, they may each use their action to merge and become a Hand of Emrakul.

Actions

Life Drain. Melee Spell Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d8) bludgeoning damage.



Hand of Emrakul

Large aberration (eldrazi), neutral


  • Armor Class 17 (natural armor)
  • Hit Points 189 (18d10 + 90)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 15 (+2) 16 (+3) 10 (+0)

  • Damage Immunities necrotic, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 13
  • Languages
  • Challenge 15 (13,000 XP)

Evolution. If four Eldrazi Spawn are within 5 feet of each other, they may each use their action to merge and become a Hand of Emrakul.

Actions

Multiattack. The eldrazi may make two slam attacks or one slam attack and one life drain attack.

Life Drain. Melee Spell Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (3d6 + 6) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Dominate Creature (Recharge 6). The eldrazi attempts to beguile a creature that it can see within range. The target must succeed on a DC 16 Wisdom saving throw or be charmed for up to 1 minute.

    While the target is charmed, the eldrazi has a telepathic link with it as long as the two are on the same plane of existence. Until the end of the eldrazi's next turn, the target doesn't do anything that the eldrazi doesn't allow it to do. During this time, the eldrazi can also cause the creature to use a reaction, using its own reaction.

    Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.



Eldrazi Titan

Gargantuan aberration (titan), unaligned


  • Armor Class 22 (natural armor)
  • Hit Points 676 (33d20 + 330)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 30 (+10) 16 (+3) 15 (+2) 11 (+0)

  • Saving Throws Int +12, Wis +11, Cha +9
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, poisoned
  • Senses blindsight 120 ft., passive Perception 12
  • Languages
  • Challenge 30 (155,000 XP)

Legendary Resistance (3/Day). If the eldrazi fails a saving throw, it can choose to succeed instead.

Magic Resistance. The eldrazi has advantage on saving throws against spells and other magical effects.

Reflective Carapace. Any time the eldrazi is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the eldrazi is unaffected. On a 6, the eldrazi is unaffected, and the effect is reflected back at the caster as though it originated from the eldrazi, turning the caster into the target.

Rejuvenation. If it dies, the eldrazi returns to life in its home plane in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Siege Monster. The eldrazi deals double damage to objects and structures.

Spellcasting. The eldrazi is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The eldrazi has the following spells prepared:

Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight, dimension door
5th level (2 slots): dominate person
6th level (1 slot): circle of death
7th level (1 slot): plane shift

Actions

Multiattack. The eldrazi can use its Frightful Presence. It can then make three attacks: two with its claws, and one with its life drain attack.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Life Drain. Melee Spell Attack: +11 to hit, reach 15 ft., up to three creatures. Hit: 31 (6d6 + 10) necrotic damage. The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Frightful Presence. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.

Legendary Actions

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

Attack. The eldrazi makes one claw attack.

Spell Attack. The eldrazi can make any spell attack.

Frightful Presence. The eldrazi uses its Frightful Presence ability on an additional creature.

Unyielding (Recharge 6). The eldrazi takes another turn of actions.