Explore Magic: the Gathering's Fairy Tale inspired setting of Eldraine in this rules expansion and campaign setting guide for the world's greatest roleplaying game
Credits
- Lead Designer:
- Gabe Rodriguez, /u/letterephesus
- Cover Art:
- Maël Ollivier-Henry
Artist Credits:
Adam Paquette, Alex Konstad, Anastasia Ovchinnikova, Andrew Mar, Anna Steinbauer, Bram Sels, Brian Valeza, Chris Rahn, Christina Kraus, Colin Boyer, Cristi Balanescu, Dan Scott, David Palumbo, Dmitry Burmak, Eric Deschamps, Fajareka Setiawan, Igor Kieryluk, Ilse Gort, Irina Nordsol, Jason A. Engle, Jason Felix, Jason Rainville, Jesper Ejsing, Johann Bodin, Johannes Voss, John Avon, Jose Vega, Joseph Meehan, Julia Metzger, Justyna Dura, Kimonas Theodossiou, Konstantin Porubov, Leon Tukker, Leonardo Santanna, Lie Setiawan, Lindsey Look, Livia Prima, Maddie Julyk, Mark Poole, Matt Forsyth, Michele Giorgi, Mike Bierek, Mila Pesic, Milivoj Ćeran, Miranda Meeks, Mitchell Malloy, Nestor Ossandon Leal, Nicholas Gregory, Nino Vecia, Pascal Quidault, Pauline Voß, Randy Vargas, Simon Dominic, Steve Argyle, Suzanne Helmigh, Svetlin Velinov, Tyler Jacobson, Tyler Walpole, Uriah Voth, Volkan Baǵa, William Phifer, Yongjae Choi
- The following resources provided material and inspiration:
- The MTG Wiki
- Throne of Eldraine: The Wildered Quest
- Planeswalker's Guide to Eldraine
- Making Magic article Ten Stories Tall
- Magic Story Wilds of Eldraine
- Magic: the Gathering cards from the Throne of Eldraine and Wilds of Eldraine sets
- Technical Resources:
- Detect Balance Spreadsheet for Custom Races by u/jwbjerk
- GMBinder theme code adapted from Tasha's Cauldron of Every Single Thing for the Homebrewery by u/Kaiburr_Kath-Hound and u/5e_cleric
PDF Link
Click here to download the latest PDF version.
Disclaimer: On behalf of the Archmage, I, Syr Vale of Vantress, alongside my compatriot Syr Eptitius, have compiled the information within these pages to preserve the tales and knowledge of the Realms, as regaled to us by many questing Knights. We cannot attest to the veracity of these claims, and this volume should not be taken as a survival guide when encountering the dangers described.
Supporters:
A huge thank you to the supporters who make this project possible. You guys rock!
A.J., Aaron Vetovitz, Adam Larson, AJ Moraitis, Alex Hernandez, Alex Hunter, Alun Howard, Andre Beshta, André Paquim, Andrew Arias, Andrew Fielder, Antoine Polignone, Astus, Bruno Arcand, Bryce Haertjens, Caroline Magoulas, Chris Campbell, Christian Weiß, Connor Sanders, Damiën, David Cummings, David Vincent DeCaro-Brown, Donovan Lowell, Duncan Thesingh, Dylan Man, Echo Rowan, Eric Koger, Finn the Human, Guilherme Mello, Hannah Flayhan, Isaac Swisher, Joseph Joffe, Justin Finley, Mari Rodriguez, Maribel Rodriguez, Mason Jones, Matthew McKinnon, Matthew Wood, Nebulous, Patrick O'Connell, Radek, ReaperTheWolf, Shaun Sullivan, Smoky, Tim Platt, trent smith, Xoridian, zen magus
- Community Contributions:
- Donovan Lowell
- /u/ApprehensiveStyle289 for help with spell balance
Other Planeshifted Guides:
- New Capenna, inspired by 1920s America, mobster films, and art deco
- Kamigawa: Neon Dynasty, inspired by cyberpunk and Japanese culture
- Unfinity, inspired by retro sci-fi
- Phyrexia, inspired by biomechanical horror
- Kaldheim, inspired by Norse mythology
- Tarkir, inspired by dragons and east asian cultures
- Ikoria, a mutation monster manual
- Amonkhet, inspired by ancient Egypt
- Ixalan, inspired by pirates and mesoamerica
- Innistrad, inspired by gothic horror
Support Planeshifted Guides
Show your support for the Planeshifted Guides project through my Patreon, or by buying me a coffee. Thank you!
Changelog
- Version 1.7.2
- Fixed broken image links
- Added Verdant Knight background
- Rebalanced giant fox stat block for background use
- Version 1.7.1
- Fixed Table of Contents
- Added adventure teaser
- Minor corrections / fixes
- Version 1.7
- Added Faun and Scarecrow races
- Updated Knight of Eldraine background
- Rebalanced opt spell
- Fixed internal links
A Planeshifted Guide to the Throne of Eldraine is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.
Contents
Welcome to Eldraine
Eldraine is a fairy tale land of 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 one from the other; the civilized courts of the Realm, and the Wilds of the fae.
Many cherished stories and fables find a new life in Eldraine; from Little Red Riding Hood to Three Blind Mice, classic tales are given twists and turns and re-imagined as part of this wondrous world.
About this Book
This book is a detailed guide to playing Dungeons & Dragons in Magic: the Gathering's plane of Eldraine. You can read even more information about Eldraine in A Planeswalker's Guide to Eldraine.
Chapter 1 provides information on the setting and inhabitants of the five courts of the realm and the Wilds.
Chapter 2 presents options for creating characters in the world of Eldraine, including 11 races and 9 backgrounds.
Chapter 3 presents a collection of 19 new unique spells for Eldraine spellcasters.
Chapter 4 presents a collection of 21 new magic items to discover on your adventures.
Chapter 5 concludes with a collection of 46 stat blocks for various monsters and NPCs that can be found in Eldraine, which serves as a supplement to Monstrous Compendium Vol. 4: Eldraine Creatures.
The Story of Eldraine
Long ago, the elves ruled Eldraine. According to the humans, the elven dominion was proud, arrogant, vain, and cruel, and they allowed any sort of magic to flourish unchecked. Eventually mankind rose and overthrew the elven lords that had enslaved them, and the five knightly courts were created. Each court was established around a relic of tremendous magical power and unknown origin. The legendary creature known as the Questing Beast, a being of great wisdom, would select a knight of promise every generation to become knighted at all five courts, becoming the high king or queen of the Realm.
The Wildered Quest
Three years ago, a fey visitor called Oko arrived from another world to cause panic in the Realm. He transformed the high king Algenus Kenrith into a stag, causing the king's twin children Will and Rowan Kenrith to take on a quest to find and restore him.
The Phyrexian Invasion
Oko was unfortunately not the only visitor from another world. The following year, an infectious biomechanical race known as the Phyrexians invaded Eldraine, along with all the planes of the cosmos, in an attempt to convert all to Phyrexia. The Realm suffered great loss, but the invaders were defeated by a ploy set by the lord of the high fae, Talion, and a coven of witches of the Wilds. They defeated the invaders with a curse known as the Wicked Slumber, causing all the invaders to fall asleep.
The Wicked Slumber
But the Wicked Slumber did not end with the invaders. The witch Eriette spread the curse to all the inhabitants of Eldraine, while high king Kenrith fought with his sister Rowan on how best to reunite the realms. Now, Rowan Kenrith has fled the plane, Eriette was captured, and the inhabitants of Eldraine begin to wake.
The Realm
The Realm is an orderly society consisting of five courts, each of which exemplifies a virtue and guards a sacred relic. These relics are mysterious objects with immense magical power and sentience that lie just beyond mortal understanding. They are the physical embodiment of one of five virtues and possess the power to judge those virtues within individuals.
Ardenvale
Castle Ardenvale is perched on top of a hill overlooking the pastures, fields, and many villages of the Realm. Within its great white walls are acres of manicured lawns and precise, lush gardens. According to legend, the first human chiefdom had arisen on the spur of stone at the site of Castle Ardenvale. With a crude fortification, the band had defied their elven overlords to lay claim to a scrap of solid ground for themselves.
The court of Ardenvale exemplifies the virtue of Loyalty. Merely speaking its name is thought to weave subtle magic of protection around the speaker and their allies. The castle is built around a magical ring of eternally burning silver fire known as the Circle of Loyalty, which is located near the top of the castle's central tower and is protected by dozens of loyal guards. An aspirant knight must step into the brilliant white flame, to prove their loyalty. Those who pass through the flame unscathed are deemed worthy and knighted at the center of the ring itself. Those who are burned are quickly pulled out and healed, but rarely are they allowed to attempt the trial a second time.
At the time of the Wildered Quest, Algenus Kenrith was chosen by the questing beast (stat block on page 72) to quest for high rulership, successfully attaining knighthood in all five realms and becoming High King, with Ardenvale as his seat of power. The High King and his wife were slain during the Phyrexian Invasion, and during the time of the Wicked Slumber, the witch Eriette took control of the Castle. Currently, the castle is a ruin but being rebuilt. It is belived that, given time, high king Will Kenrith will eventually return his seat of power to the rebuilt castle.
Other Locations
The highlands of Ardenvale are home to the castle proper, along with a number of villages and hamlets, including Wealdrum near the castle, the town of Trekel, and the village of Wesling. The Choking Drum is a mountainous ridge that runs between the landmarks of Giant's Jaw Hill and the distant Crown Crag.
In the lowlands are many other peaceful hamlets and villages scattered amid ponds and streams and orchards and tidy fields. Notable locations are the canton of Kenrith, the village of Beckborough, and a wide lake called Glass Tarn.
Ardenvale Characters
Knights of Ardenvale are represented by the knight of Eldraine stat block in Monstrous Compendium Vol. 4: Eldraine Creatures, and often ride unicorns or pegasi into battle. Paladins and Fighters make excellent knights of Ardenvale, and the court also trains healers who might be bards or clerics.
Embereth
The court of Embereth exemplifies the virtue of Courage. In place of a single ruler, Embereth has a ruling council made up of its knights and its noble class. To the locals, Embereth refers to the entire surrounding free city, while the large tournament complex some call a castle is known by its "true" name: The Burning Yard. The Burning Yard is a large collection of competition arenas, training rooms, and grandstands that hosts a never-ending tournament that features jousting, wrestling, horseback melee, one-on-one combat, archery, and other martial skills.
The Burning Yard is built beside the Irencrag, a massive boulder glowing with volcanic heat. In order to become a knight of Embereth, an aspirant must first face the fear inspired by its red-hot surface in order to plunge their sword into the boulder. If they are truly courageous, they can pull their sword back out, but if they are cowardly or hindered by fear, the sword remains stuck in the Irencrag. The Irencrag speaks to aspiring knights in a voice only they can hear, often taunting them as a test of their courage. Occasionally, when the Irencrag finds a knight particularly worthy, it will bestow their sword with a legendary name, forever imbuing it with its power.
Embereth's knights are famously optimistic, singularly certain that anything is achievable so long as you face it head-on. They believe that courage is the highest virtue, as nothing done without bravery can truly be considered virtuous. They are particularly skilled at facing monstrous threats, but also undertake quests to conquer their own personal fears. Embereth knights shun shields and often incorporate the broken shields of opponents into their armor. The elite knights ride giant lizards.
Mages who draw their power from the Irencrag must harness their emotions to wield it to its full potential. This often manifests as fire magic, but a rarer form of Embereth magic is "phobomancy," the power to harness fear.
Embereth Characters
Knights of Embereth use the knight of Eldraine stat block in Monstrous Compendium Vol. 4: Eldraine Creatures, and ride giant lizards into battle. Barbarians and fighters might represent a knight of Embereth. Weaponsmith is valued in Embereth, which might be represented by an artificer. Embereth fire mages might be sorcerers or druids of the Wildfire Domain (from Tasha's Cauldron of Everything), while a phobomancer might be a warlock with the Undead patron (from Van Richten's Guide to Ravenloft).
Garenbrig
Unlike Vantress and Ardenvale with their many villages and towns, the border region of the court of Garenbrig appears desolate and uncultivated. The roads are walled and standing stones cluster in mysterious formations on hilltops. Built by giants long before the ascendancy of humans in the Realm, Castle Garenbrig is an enormous and strikingly odd structure. A huge stone outcropping juts out over a valley's lower ground. Its southern end is rooted to the earth by stone and massive tree trunks, while the northern portion extends like a roof over flat earth beneath. A monolith too large even for giants to move has fallen to rest at an angle against the fixed end of the outcropping, like a ramp to the sky broken violently off. Trees tangle their way partway up the stone's slope. Atop the outcropping stands the Great Henge and its portal. Monoliths of ordinary size have been set up in concentric circles around the base of the outcropping. The valley itself is verdant with stone-walled orchards and winter-fallow gardens. Incised menhirs have been erected in circles, rows, and as isolated singletons throughout, like guardians.
Ruled by King Yorvo, a stone giant, Garenbrig exemplifies the virtue of Strength. It is home to the Great Henge, a massive stone ring built by the giants before humans rose to power. At the center of the Great Henge stands the portal, a rough circle of stones with a larger standing stone in the middle. By shifting the stones of the portal to a particular alignment, the destination in the wilds might be configured. This a feat that only giants can manage. Everything that inhabits Garenbrig is affected by the wild magic flowing through the Henge, which often brings inanimate constructs to life.
Yorvo's subjects consist of both humans and giants. The knights of Garenbrig dress in mail coats covered with green tabards, and wear their hair long. Above all, they prize raw physical strength, not simply for its own sake but to use that strength to defend those who lack it. These knights ride bears into battle. To become a knight of Garenbrig, one must demonstrate a great feat of strength, something beyond the capabilities expected of their size and species.
Edgewall Keep
Edgewall is a village located near the Boundary Lands, where the Realm meets the Wilds. The Edgewall Inn is quite infamous for being built atop an enormous tree that grows in the town square. It is run by the portly and friendly Scalan (NG human commoner) who knows a great deal about the tales and legends of Eldraine. Eulyn (CN human commoner) is a merchant peddler who frequents Edgewall Inn and sells treasures useful to Wilds adventurers, such as cold iron weapons, faerie cages, and lucky clovers.
During the time of the wicked slumber, a sewer king (from Monstrous Compendium Vol. 4: Eldraine Creatures) known as Lord Skitter took up residence in Edgewall's sewers, which are dwarven ruins. At Lord Skitter;s direction, swarms of rats and giant rats plagued the city. One day a struggling musician known as Totentanz (CN human bard (from Mordenkainen Presents: Monsters of the Multiverse)) followed the rats into the sewers to discover Lord Skitter, who gifted the bard a pipe of the sewers to help lead hapless citizens to their deaths. The townsfolk rose up and defeated Totetanz and Lord Skitter, but the threat of the sewer king still lurks.
Garenbrig Characters
Knights of Garenbrig use the knight of Eldraine stat block in Monstrous Compendium Vol. 4: Eldraine Creatures, and ride brown bears into battle. Garenbrig's virtue is Strength, so knights might be barbarians or fighters. In towns and villages like Edgewall, rogues and artificers are common, and someone who strikes a deal with a sewer king might be a warlock with the Fiend patron.
Locthwain
Locthwain exemplifies the virtue of Persistence, and used to be home to the Cauldron of Eternity before it vanished. The Cauldron of Eternity can return those who die back to life if it deems them worthy. The court was once ruled by Queen Ayara, an ancient elf from the days of the Elven Kingdom on Eldraine, who perished during the Phyrexian Invasion.
Locthwain's court is noble and graceful. The courtiers wear elaborate headdresses and elegant attire. Locthwain knights are haughty, believing themselves superior to other knights by their devotion to the highest virtue. They are pragmatic enough to flee a losing battle, but their persistence ensures that they will find some way to return and defeat their enemies. There are two orders of knightsl The elite knights of the Order of Midnight fly on giant ravens, while The Blacklance Paragons are the highest aspiration for a Locthwain knight. Blacklances would bring a gift from the wilds to Queen Ayara and hope to be considered worthy of undertaking the quest for the Cauldron of Eternity, wedding the queen before setting out on the quest. With the queen gone, the Blacklances continue to scour the Wilds for the Cauldron, hoping it will bring her back to life.
The magnificent Castle Locthwain, as much a ship as a fortress, once floated aloft on a vast billow of clouds and can be moved at its Queen's whim. Locthwain had been forced aloft long ago by the curse of having lost the embodiment of its precious virtue, the missing Cauldron of Eternity never found even after many generations of searching by Locthwain's persistent knights and others looking for healing and its fabled promise of immortality. The interior of the castle is a labyrinth of narrow passages connecting great halls. It is suggested that elven magic contributes to the sense of disorientation and, eventually, the terror that claims those who become lost in the castle. The castle fell to the ground near the Boundary Lands during the Phyrexian Invasion, where its ruins still lie.
Locthwain Characters
Knights of Locthwain use the knight of Eldraine stat block in Monstrous Compendium Vol. 4: Eldraine Creatures. The Order of Midnight rides giant ravens into battle (use the stat block for a giant eagle), while the Blacklance Paragons perfer warhorses. Favoring persistence, locthwain knights might be barbarians or fighters. Their search for the Cauldron of Eternity also lends itself to certain skills that might be possessed by rangers and rogues.
Vantress
The court of Vantress exemplifies the virtue of Knowledge and is home to Indrelon, the Magic Mirror. The highlands of Vantress are riddled with murky swamps and noisome bogs. The castle itself sits at the center of the lake Lochmere, in which live merfolk, known on Eldraine as undines, who ferry travelers across on the back of the mistford turtle (stat block on page 68). This makes it nearly impossible for an intruder to make it into castle grounds. A walled and warded compound stands on the shore, with an inn, a barracks, a substantial stable, and warehouses for goods waiting to be ferried over to the castle. The water of Lochmere is opaque, not silty but impenetrable, as if it devours all light. Its depth is unknown.
Vantress is currently the seat of the high king, Will Kenrith, though most of the day-to-day responsibilities are tended to by the archmage; currently Gadwick the Wizened (CN human archmage), though few dare speak his name aloud as he has enchanted the speaking of it, and can hear even whispers. Vantress wizards, often called loremages, chroniclers, or riddleseekers, who study under Gadwick seek out the lore of the wilds and dig into the secrets of the convoluted magic of the fair folk.
In Vantress, knighthood is knowledge applied to the challenges of the world. To become a knight of Vantress, an aspirant must tell the Magic Mirror a secret it did not already know, and even then, the gift of knighthood is bestowed at the Mirror's inscrutable discretion. Once that gift is bestowed, the knights of Vantress continue to seek out new secrets for the Mirror, but they also venture out into the world and the wilds to put their knowledge to use. Many of them strive to help those who are in need of knowledge. To the knights of Vantress, knowledge must serve a practical application; the mere compulsive hoarding of trivia, as practiced by the wild merfolk of Eldraine, is anathema to them.
Caervelin
Gadwick has a personal tower called Caervelin that is hidden somewhere in the lands of Vantress. While he is away, the tower is supposed to be tended to by Gadwick's apprentice Johann (NG human apprentice Wizard†). Sometime during the Wicked Slumber, Johann lost control of the mechanisms that kept the tower and its magics contained, and the tower was destroyed.
Vantress Characters
Knights of Vantress use the knight of Eldraine stat block in Monstrous Compendium Vol. 4: Eldraine Creatures, and ride owl-griffons into battle (use the stat block for a griffon). Vantress loremages might be artificers or wizards who study under Gadwick, while knights of Vantress might be rangers or fighters.
The Boundary Lands
The countryside around the main castles is dotted with villages and towns, and there are way-stations constructed along the roads for questing knights, stocked with firewood and supplies. The boundary lands are a nebulous region between the Realm and the Wilds traversed by a cart road. Both humans and fae folk frequent these lands, trading with each other for coin.
Delverhaugh
Delverhaugh is a dwarven settlement situated on the edge of the Wilds. Many refugees from Embereth relocated to Delverhaugh during the Phyrexian Invasion. The settlement is known for its elaborate and lavish Grand Balls, to which only the most prestigious and renowned individuals of Eldraine are invited. During the time of the Wicked Slumber, a Grand Ball was subject to attack by redcaps and ogres that has become renown; the party-goers resorted to using the food of the feast to defend themselves (see gluttoneer on page 57)
Orrinshire
Orrinshire is a shepherd village that lies at a remote edge of the Realm. Yearly visits from a single traveling merchant serve as a holiday on their own. The village avoided both the Phyrexian Invasion and the Wicked Slumber. Orrinshire is best known for its wool, and there are at least five times as many sheep in the village as people.
Tanglespan
The Tanglespan is a giant chasm between the Realm and the Wilds. Created outside Locthwain during New Phyrexia's Invasion of Eldraine to trap the invaders, it is crossed by a network of plant bridges and beanstalks. It is inhabited by fauns (use the satyr stat block) and trolls. The fauns map out the crisscrossing pathways spanning the chasm, fight off the trolls who lurk beneath the bridges in hope of feasting on travelers, and guide travelers across the chasm in exchange for a modest toll.
The Wilds
The Wilds are an enchanted environment with shifting borders, where distance, direction, time, and the seasons all seem to be distorted and where both monsters and curses abound. The inhabitants of the Wilds are called the fair folk by the people of the Realm and include faeries, elves, merfolk known as undines, redcap goblins, reclusive human witches who practice dark magic against those they deem deserving, and those dwarves and giants who choose not to live in the Realm. The closest thing the Wilds have to a ruling body is a Council of Druids, elves who wish to return the plane to the days of elvish rule. Though mostly composed of vast woodland, the Wilds are dotted with crumbling forts and overgrown castles. At some point, the Wilds meet the ocean, though none know what lies beyond these shores.
Dunbarrow
Dunbarrow is a misty marsh of twisted trees near Edgewall. It is home to dunbarrow witches and giant spiders. Loch Larent is a popular lake for fishing in the farthest reaches of Dunbarrow, a week's journey from Edgewall. Home to merfolk led by Sharae, it was frozen when the witch Hylda built her palace above it. Eerie blue lights bob and weave beneath the frozen surface of the lake. Winter's Home is Hylda's icy castle overlooking the loch. The road to the castle is paved with glittering crystal gravel, and a pile of bodies at the outermost drawbridge marks the point most adventurers fell. A series of five portcullises lead to successive fortresses with seemingly never-ending walls and drawbridges leading to nowhere.
Since Hylda relinquished her crown, both the frozen lake and her castle have begun to melt.
The Kingdom of Storms
The Kingdom of Storms is a kingdom of storm giants situated above the Wilds. A land of cottages, keeps, and towers spread across islands of magical cloud, it can only be reached by climbing massive beanstalks known as Everstalks. Besides its ruling storm giants, its inhabitants include other giant creatures such as geese, oxen, and elemental elk known as tempest harts (from Monstrous Compendium Vol. 4: Eldraine Creatures).
Stormkeld
Stormkeld a massive marble castle in the clouds. It is home to the Giant Beluna (CN storm giant) who has been known to steal various magical artifacts from the smallfolk. It is the current location of Indrelon, the magic mirror, which was stolen from castle Vantress. When Beluna's pet beanstalk wurms (also in Monstrous Compendium Vol. 4: Eldraine Creatures) escape the castle and plant themselves in the ground below, they are known to destroy villages, forming new Everstalks.
The Heart Land
The Heart Land is the area around the ruins of the old crown city of lost elven dominion. Four pyramids guard its center, each with a pair of obelisks on top. The land is encircled by a river, which can be crossed across either the Jade Bridge or the Obsidian Bridge. In the land is also the amphitheater made out of the remains of a petrified dragon, where Coucil of Druids meet.
Redtooth Keep
Redtooth Keep is one of the last remaining elven citadels. By day, the elves of Redtooth Keep are agile and adept rangers, expertly patrolling the lands around the Keep. But each night, the elves of Redtooth Keep are transformed into feral, monstrous redtooth werefoxes (from Monstrous Compendium Vol. 4: Eldraine Creatures).
Sweettooth Village
Sweettooth is an abandoned village deep in the wilds that is made entirely of different kinds of candy. Its history is unknown, but many youths of Eldraine are known to find a trail of gumdrop treats that lead them deep into the Wilds and into the village. Despite its pleasant appearance, the village is overrun with sweettooth horrors (also in Monstrous Compendium Vol. 4: Eldraine Creatures), carnivorous candy monsters.
Tuinvale
Tuinvale, known for ancient treefolk, is also the home of the High Fae (both treefolk and high fae are in Monstrous Compendium Vol. 4: Eldraine Creatures) deep within the wilds. Talion's court is a palace of hewed stone. Its ground is covered in cool moss and silver grass. The mind-bending structures of the court shift and glimmer as if translucent, and vary from thatched houses the size of mountains to miniature castles populated by miniature knights. Atop a staircase, Talion's glittering throne room within smells of perfume, while the throne itself is shrouded in shadow. Its twisted trees bear jeweled fruit. Adventurers are invited to speak to a High Fae by the appearance of an archway made of ethereal, translucent stone.
Other Locations
Oakhame is an elven settlement in the Wilds, while Red Fell is the land of a dwarven clan. Dynnistan is a castle in the remote outer wilds far from the Realm, ruled by the Shadow Queen and guarded by deathless riders (also in Monstrous Compendium Vol. 4: Eldraine Creatures). Delirium swamp is infested by brain-eating fungus. Other locations throughout the Wilds include Ashvale, Bramblefort, Choking Drum, Faeburrow, Maraleaf Forest, Mosswood, Ogre's Pass, and Wintermoor.
Character Options
When you make your D&D character, you follow the steps outlined in the Player's Handbook and choose your character's race, class, and background. When you create a character for a campaign or adventure set on the plane of Eldraine, you will typically choose from one of the race options presented here, and follow these additional rules during character creation.
Races
At 1st level, you choose your character's race. This section presents ten race options and provides information to help you understand your character's place in this setting.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. A race in this section tells you what your creature type is. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook. Members of some races, such as faeries and giants, have extreme height ranges—a fact noted in the description of the race in question.
Age
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. On Eldraine, Elves can live for over 300 years.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The languages in Eldraine that a character might speak are listed below.
Eldraine Languages
Language | Typical Speakers |
---|---|
Aquan | Undines |
Common | Anyone |
Draconic | Dragons |
Druidic | Druids, Treefolk |
Dwarvish | Dwarves |
Elvish | Elves |
Giant | Giants, Ogres, Trolls |
Phyrexian | — |
Sylvan | Faeries, Redcaps, Treefolk |
Proficiencies
Some races and subraces grant proficiencies. Your character might not have any connection with their race's culture or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.
Proficiency Swaps
Proficiency | Replacement Proficiency |
---|---|
Skill | Skill |
Armor | Simple/Martial weapon or tool |
Martial weapon | Simple/Martial weapon or tool |
Simple weapon | Simple weapon or tool |
Tool | Simple weapon or tool |
Dwarf
Most dwarves are stout, squat, and bearded, with complexions similar to humans. They are industrious artisans who value hard work and independence. They are miners and jewelers, and control over natural resources is an important aspect of dwarf society. Dwarves create intricate jewelry and sturdy weapons from the minerals they dig up. Occasionally they sell what they find to the courts of the Realm. Dwarves take pride in the things they make and value the dignity of work.
While most dwarves highly value their individual ability to take care of themselves and pull their own weight, most ultimately prefer strength in numbers. Dwarves usually choose to live in tight-knit family groups that hold claim to mineral deposits. Each vein of gold or cave of sapphires is controlled by a different clan of dwarves. Dwarf households are underground, carved out of massive crystal and gems and far away from natural light sources.
The majority of dwarves are put off by the hierarchy and stuffiness of the human courts and prefer to live out in the wilds. For a few individual dwarves, the fearless camaraderie of the Court of Embereth appeals to them. These dwarves, driven by the independence so valued by their clans, sometimes pack up for a few years to compete at the Burning Yard, often bringing with them dwarf-forged armor and weapons that give them an edge in combat.
Dwarf Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Forge Wise. You have proficiency with one of the following artisan's tools of your choice: brewer's supplies, jeweler's tools, mason's tools, smith's tools, or tinker's tools.
Stonecunning. As a bonus action, you gain tremorsense for 10 minutes. Using this tremorsense, you can pinpoint the location of creatures and moving objects within 60 feet, provided that you and anything you're detecting are both in contact with the same stone surface. The stone can be natural or worked. This tremorsense can't detect creatures or objects in the air, and doesn't count as a form of sight.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Elf
Most elves are lithe and stand just shorter than a human, with a range of earthen skin tones and tall, pointed ears. Some elves can be found in the court of Locthwain, once ruled by Queen Ayara, an ancient elf from the days of the former Elven Kingdom on Eldraine. These noble, graceful elves wear elaborate headdresses and elegant attire.
The elves of the wilds have little in common with their kinfolk who have stayed in the Realm. Among the fair folk, elves are most home in the deep forests of the wilds. They are adept at hiding among the trees and attuned to the mana of the forests. Due to their innate connection to the natural world, elves often patrol the forests as rangers, archers, scouts, and druids.
The elves remember being driven from their realm (in fact, some living individuals were alive at the time). Resentment lingers in their hearts, but they are not bitter enemies. Encounters between elves and humans do not always erupt in violence, but they are never warm. Some elves actively hunt humans, just as they hunt deer and boars in the forest.
The elves retain the regal bearing and pride of the realm's ancient rulers despite their life in the wilds, but they also mock the pretensions of human nobility. Elves are often seen wearing mock crowns made of natural substances like ferns, flowers, and branches. Some elves call themselves knights, though the realm would not recognize them as such. They ride giant foxes and wolves so they can bound through dense forests faster than any horse.
Elf Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 35 feet.
Life Span. 350 years on average.
Ancient Paths. You have advantage on Wisdom (Survival) checks you make to navigate the Wilds of Eldraine.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Keen Senses. You have proficiency in the Perception skill.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Timberwalk. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.
Faerie
The fae of Eldraine are ancient creatures of magic and whimsy. Though all are winged humanoid creatures, they appear in many different shapes, sizes, and temperaments. The common thread among all fae is their love of messing with humans and their precious virtues.
Faerie Borrower
Faerie borrowers, also known as thieving fae, stand less than six inches tall, with blue or blue-gray skin and hair, and wings resembling shards of broken glass. True to their name, they take great joy in stealing whatever they can fly away with. Borrowers often adorn themselves with their trophies, filing keys and needles into swords and fashioning buttons and scraps into armor. Borrowers can tend to be cocky and boastful, but are also quick to dart away from battle on their nimble wings. Borrowers are the most common type of faerie encountered in the Realm, where they enjoy infiltrating human homes and castle to pilfer their possessions.
Faerie Borrower Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Faerie Magic. You know the vicious mockery cantrip. Starting at 3rd level, you can cast the silent image spell with this trait, requiring no material components. Once you cast silent image with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 1st level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Fae Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Fae Passage. You can squeeze through a space as narrow as 1 inch wide. You have advantage on ability checks you make to avoid or escape a grapple.
Fair Build. You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift.
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Faerie Pathlighter
Pathlighters, sometimes called meddling fae, have an almost angelic appearance. They are as tall as adult humans with translucent wings, flowing garments, and an eerie glowing aura. Motes of magical light drift around their heads. Pathlighters love to pry into human affairs. Sometimes they wish to help (like a classic fairy godparent), and other times to harm. In the Wilds, pathlighters use their natural glow to guide the lost; either safely back to the Realm, or deeper to their doom. Though they are fickle, they are the few fae who are sometimes truly benevolent, helping unfortunate souls or granting desperate wishes. Still, most humans are wary to put their fates in the hands of a faerie.
Faerie Pathlighter Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Faerie Magic. You know the dancing lights cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the locat object spell with this trait. Once you cast faerie fire or locate object with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Illumintation. You emit dim light in a 5-foot radius.
Faerie Pest
Faerie pests, also called prankster fae or naughties, are about the size of a human child, with mottled gray skin, sullen white eyes, and feathery black wings. They are considered the most mercurial of the fae, and revel in pranks that cause annoyance, anger, and pain. It is quite common for their "pranks" to turn deadly; they are known to wield thought-manipulating magic along with sharp blades coated in poison for such occasions.
Variant Spell
If you have access to Xanathar's Guide to Everything, your DM may you allow to replace the bane or grease spell in your Faerie Magic trait with the cause fear spell from that book.
Faerie Pest Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Faerie Magic. You can cast bane spell with this trait. Starting at 3rd level, you can also cast the blindness/deafness spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Mischievous Stealth. You can take the Hide action as a bonus action on each of your turns.
Faun
Fauns are humanoids with goat-like traits, including fur, tails, horns, and hooves. Fauns are typically reclusive, living deep in the Wilds in close-knit family units. But during the time of the Wicked Slumber, many fauns have taken charge of the Tanglepsan between the Realm and Wilds and charge a modest toll for escorting travelers, helping them navigate the criss-crossing beanstalk bridges and avoid the trolls that live there.
Variant Trait: Magic Resistance
Your Dungeon Master might allow this variant trait, which replaces your Loamcraft trait.
Magic Resistance. You have advantage on saving throws against spells.
Faun Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Loamcraft. You know the druidcraft cantrip. Starting at 3rd level, you can cast the entangle spell with this trait. Starting at 5th level, you can cast the spike growth spell with this trait. Once you cast the entangle or spike growth spell with this trait, you can cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as usual.
Ram. You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Sure-Footed. You have advantage on saving throws you make to avoid the prone condition on yourself.
Human
Humans in Eldraine are similar to their counterparts in other worlds; varied, numerous, and diverse. They can be found throughout the realm's five courts as peasants, mages, and knights. Most humans avoid the wilds, but witches are shadowy human warlocks who reside in the wilds, so disconnected from the rest of humanity that most consider them to be fair folk.
Human Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Skills. Humans have a wide range of natural talents. You have proficiency in one skill of your choice and with one tool of your choice.
Variant Traits
If your campaign uses the optional feat rules from the Player's Handbook, your Dungeon Master might allow these variant traits, which replace your Human Determination and Skills traits.
Resourceful. Whenever you finish a long rest, you are given inspiration, using the rules for inspiration provided in the Player's Handbook.
Feat. You gain one of the following feats from the Player's Handbook: Alert, Healer, Lucky, Magic Initiate, Savage Attacker, Skilled, or Tough.
Ogre
Ogres are small giants with big, blocky frames and wedge-like heads, standing nearly twice as tall as most humans. While most ogres live in the Wilds, some are known to make incursions into the Realm and wreak havoc. Among those in the Realm, ogres are renown for having vicious tempers, thick hides, and even thicker skulls.
Ogre Traits
You have the following racial traits.
Creature Type. You are a Giant.
Size. You are Medium.
Speed. Your walking speed is 40 feet.
Giant Step. You can move through the space of any creature that is of a size smaller than yours.
Heavy-Handed. Your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Mountain-Born. You naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.
Natural Armor. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can grapple Huge creatures.
Redcap
Redcaps are mischievous agents of chaos, standing about as tall as a barrel, with distorted features and red hair stained with the blood of their enemies. Redcaps fight without any sense of honor or fair play, specializing in sneak attacks and ambushes. They often launch raids into villages near the edges of the wilds. Redcaps are fierce and reckless in battle, reveling in disrupting human order by instilling fear and chaos. In the realm, redcaps are thought to be entirely lacking courage; they rely solely on cowardly tactics like backstabbing and only ever fighting if they outnumber their opponents.
Within the border of the Realm, redcaps have been hunted ruthlessly and their burrows have been burned out. However, they still thrive in the wilds. Redcaps are known to smear their swords with pussflower juice (found on page 37), to poison their prey if they don't kill them outright.
Redcap Traits
You have the following racial traits.
Creature Type. You are a Fey. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.
Natural Armor. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Outsize Strength. While grappling, you are considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on your attack rolls.
Scarecrow
The magic of the Great Henge in Garenbrig suffuses the land, and often has the side effect of imbuing constructs with life. Walking henges and gargoyles are not uncommon in Garenbrig, and every so often, a scarecrow left to tend a farm's fields will get off its post in search of adventure.
Scarecrow Traits
You have the following racial traits.
Creature Type. You are a Construct.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. You are immune to the effects of aging and can't be aged magically.
Constructed Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being poisoned. You don't need to eat, drink, or breathe.
False Appearance. You can attempt to hide from a creature that can see you clearly as long as that creature hasn't seen you move or act.
Repair. If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
Sleepless Revitalization. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Terrifying Glare. As an action, you can glare at one creature within 30 feet of you that can see you. That creature must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier or become frightened of you until the end of your next turn.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Weakness to Fire. You have disadvantage on ability checks you make to avoid fire damage.
Treefolk
Treefolk are sentient and mobile oak trees found in the depths of the Wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with Talion's court, instead serving as guardians and shepherds of their wild groves, dispensing wisdom and blessings to travelers.
Treefolk Traits
You have the following racial traits.
Creature Type. You are a Plant.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. Over 1,000 years on average.
Grappling Vine. You have long vines you can use to grapple a creature while keeping your hands free. You have advantage on ability checks you make to grapple a creature this way.
Natural Armor. Your bark-like skin provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.
Plant Camouflage. You have advantage on Dexterity (Stealth) checks you make to hide in forest terrain.
Tree Stride. As an action, you can use 10 feet of movement to magically step into a tree within 5 feet of you and emerge from a second tree you can see within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least the same size as you.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Treefolk Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the detect poison and disease spell with this trait without requiring a material component. Starting at 5th level, you can cast the speak with plants spell with this trait. Once you cast detect poison and disease or speak with plants with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Weakness to Fire. You have disadvantage on ability checks you make to avoid fire damage.
Undine
Undines have amber or kelp colored seaweed-like hair and faces resembling humans, though with flat nostril slits and large, shining eyes. They have skin tones ranging from human-like to a bluish gray, and and their legs and arms have aquatic fins. They are defined by their compulsive curiosity, obsessed with learning all they can, occasionally to the brink of madness.
Rather than seeking knowledge in service of others, merfolk hoard secrets and lord them over others. As a result, little is known about merfolk origins, customs, or magic. Their connection to knowledge and secrets leads many to take up residence in Lochmere near the Magic Mirror, which they can visit when it is fully submerged. Any potential ties between the merfolk and the Mirror remain a mystery even to those in Vantress, though they are often seen sulking in the shadows whenever human aspirants descend the spiral stairs.
Undine Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Amphibious. You can breathe air and water.
Curiosity. You have proficiency in the Investigation skill.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Secretkeeper. You can attune to up to four magic items at once.
Study. You can cast the identify spell with this trait, without requiring a material component. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 1st level or higher. Intelligence is your spellcasting ability for it.
Swim Speed. You have a swimming speed equal to your walking speed.
Werefox
Redtooth Keep is one of the last remaining elven citadels from the time of elven dominion. Long before the Realm, the elven garrison at Redtooth Keep turned away a group of travelers seeking shelter. Before departing, one of the travelers was revealed to be a powerful witch of Dunbarrow and cursed the elves, declaring that their bodies would forever transform to match their hearts' selfish and bestial natures. Each night, the elves of Redtooth Keep are transformed into feral, monstrous werefoxes.
The curse of the werefox is not passed through bites, but inherited by elves who are born from the lineage of the cursed. It is believed that a werefox's curse can only be broken by a mystical rose known as the Wild Rose, which blooms in moonlight. Elvish archivists work tirelessly to locate roses such as this, though some Redtooth elves embrace their bestial nature.
Werefox Traits
You have the following racial traits.
Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. 350 years on average.
Bestial Instincts. You have proficiency in one of the following skills of your choice: Acrobatics, Perception, or Survival.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Shapechanger. As a bonus action, you can assume the appearance of a fox-elf hybrid. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you transform, you gain temporary hit points equal to 2 × your proficiency bonus. While transformed, you gain the following traits:
- Bite. You can use your elongated fangs to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Vulpine Nimbleness. You can take the Dash or Disengage actions as a bonus action on each of your turns.
You can transform in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Involuntary Change. At the start of every hour of night while without the incapacitated condition, you must succeed on a DC 15 Charisma saving throw or use your bonus action to transform as described in your Shapechanger trait, even if you have expended all uses. When this happens, you can't revert to your normal appearance until dawn.
Backgrounds
Also at 1st level, you choose a background for your character. The following section presents sample background options for characters from Eldraine. When you make a character from Eldraine, you choose or customize one of these backgrounds. The backgrounds in this section provide features, proficiencies, languages, and equipment.
If you would like to customize a background in this section, you can replace one feature with any other, choose two skill proficiencies, and choose a total of two tool proficiencies and/or languages.
Knight of Eldraine
After years of training, you have taken on a trial of one of the five courts of the Realm and emerged victorious; whether you emerged from the Circle of Loyalty unscathed, retrieved your weapon from the Irencrag, performed a feat of strength at the Henge, presented a treasure of the Wilds to the court of Locthwain, or told Indrelon a secret it did not know. You are now a knight, and adventure awaits.
- Skill Proficiencies: Two of your choice from among Athletics, History, Perception, Persuasion, Intimidation, Investigation, or Survival
- Tool Proficiencies: One type of gaming set
- Languages: One of your choice
- Equipment: A uniform of your court, a gaming set or musical instrument of your choice, a set of common clothes, and a belt pouch containing 10 gp
Feature: Knightly Virtue
Choose a court from the Court Virtue table below. Whenever you make an ability check or saving throw using the ability associated with your Court Virtue, you can give yourself advantage on the roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses whenever you finish a long rest.
Court Virtue
Court | Virtue | Ability |
---|---|---|
Ardenvale | Loyalty | Charisma |
Embereth | Courage | Wisdom |
Garenbrig | Strength | Strength |
Locthwain | Persistence | Constitution |
Vantress | Knowledge | Intelligence |
Variant Knight of Eldraine: Rider
Each court has its own stables where noble beasts are bred, raised and trained; and some knights choose these beasts to accompany them into battle. If you wish to be a Rider, choose the Knightly Mount feature (see below) instead of the Knightly Virtue feature. You can replace the gaming set or musical instrument in your equipment package with 5 days of animal feed, a riding saddle, and a bit and bridle.
Feature: Knightly Mount
Choose a court from the Court Mount table below. You have acquired a noble beast of the type associated with your Court Mount. It has been trained to accept a rider and serves you as a mount, both in combat and out. If your mount dies, you can retrieve a new one from the stables at your court's castle.
Court Mount
Court | Mount |
---|---|
Ardenvale | unicorn (use the stat block of a warhorse) |
Embereth | giant lizard (it has the Spider Climb trait) |
Garenbrig | black bear |
Locthwain | giant raven (use the stat block of a giant owl) |
Vantress | owl-griffon (use the stat block of a giant owl) |
Artisan Merchant
You apprenticed under a master craftsman or itinerant merchant. You have learned to create basic crafts, and have also learned the skillful art of haggling, and now set out on your own.
- Skill Proficiencies: Investigation, Persuasion
- Tool Proficiencies: One type of artisan's tools
- Languages: One of your choice
- Equipment: Artisan's tools (one of your choice), an abacus, a merchant's scale, a draft horse, a pack saddle, saddlebags, a set of common clothes, and 15gp worth of trade goods of your choice
Feature: Crafter
Whenever you buy a nonmagical item, you receive a 20 percent discount on it. Additionally, when you craft an item using a tool with which you have proficiency, the required crafting time is reduced by 20 percent.
Criminal
You have made a living skirting the law or playing pranks on others. The Courts, and even most denizens of the wilds, see you as a criminal and not to be trusted. You have your own reasons for your actions, and no one can deny that you have great skill for the right price.
- Skill Proficiencies: Deception, Stealth
- Tool Proficiencies: Forgery kit, thieves' tools
- Languages: One of your choice
- Equipment: A set of dark common clothes including a hood, a forgery kit, and a pouch containing 10gp
Feature: Burglar
You are a skilled thief and smooth-talker. You gain the following benefits:
- When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
Entertainer
You have some performing skill, be it music, storytelling, or acrobatic feat. You make a living traveling the realm and performing at inns, noble courts, and wilds gatherings for all who'll watch and toss a copper.
- Skill Proficiencies: Acrobatics, Performance
- Tool Proficiencies: Disguise kit, one musical instrument
- Equipment: A musical instrument (one of your choice), a disguise kit, a vial of perfume, a steel mirror, a set of costume clothes, and a pouch containing 10 gp
Feature: Performance
As you finish a short or long rest, you can perform for an audience. A number of allies equal to your proficiency bonus that can see and hear you are given inspiration, using the rules for inspiration provided in the Player's Handbook.
Healer
You have studied medicine and the biologies of the various races of the realm. You wander from place to place, finding lodging and work in exchange for tending the sick and wounded.
- Skill Proficiencies: Medicine, Survival
- Tool Proficiencies: Alchemist's supplies, herbalism kit
- Equipment: A healer's kit, an herbalism kit, a vial of antitoxin, soap, a magnifying glass, an hourglass, a blanket, a set of traveler's clothes, and a pouch containing 15 gp
Feature: Healer
You have the training and intuition to administer first aid effectively. You gain the following benefits:
- As an action, you can expend one use of a healer's kit and tend to a creature you can touch. That creature can expend one of its hit dice, and you then roll that die. The creature regains a number of hit points equal to the roll plus your proficiency bonus.
- Whenever you roll a die to determine the number of hit points restored by a spell or other feature, you can reroll the die if it rolls a 1, and you must use the new roll.
Noble
You are among the noble class of one of the Courts of the Realm, or a frequent visitor of Talion's court of the high fae. You have grown accustomed to dealing with finery and politics, both in the Realm and the Wilds.
- Skill Proficiencies: History, Persuasion
- Tool Proficiencies: One type of gaming set
- Languages: One of your choice
- Equipment: A set of fine clothes, a vial of perfume, a steel mirror, a gaming set (one of your choice), a signet ring, and a pouch containing 20gp
Feature: Diplomat
If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you for 1 hour or until your or your companions do something harmful to it.
Outlander
You have grown up in the wilds, or have chosen to leave the Realm for the ever-changing forest. It is now as much a part of you as you are of it.
- Skill Proficiencies: Nature, Survival
- Tool Proficiencies: One of your choice from woodcarver's tools or herbalism kit
- Languages: Sylvan
- Equipment: A staff, a hunting trap, an herbalism kit, a set of traveler's clothes, and a pouch containing 5gp
Feature: Wilds Magic
Your experience in the wilds have given you a magical connection to it. You learn the longstrider and pass without trace spells. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell this way again until you finish a long rest. You can also cast these spells using any spell slots you have of appropriate level. Intelligence, Wisdom, or Charisma is the spellcasting ability for these spells when you cast them with this feature (choose when you select this background).
Peasant
The world of knights and nobles is far from your experience. You have made a humble living for yourself as a shepherd, a farmer, or other unskilled labor working the land in one of the many villages dotting the realm. But for you, adventure awaits.
- Skill Proficiencies: Animal Handling, Nature
- Tool Proficiencies: Carpenter's tools
- Languages: One of your choice from Dwarvish or Giant
- Equipment: Carpenter's tools, a sickle, a staff, a shovel, an iron pot, a set of traveler's clothes, and a pouch containing 10gp
Feature: Naturalist
You learn the detect poison and disease and plant growth spells. You can cast each of these spells without expending a spell slot. When you cast plant growth this way, it has a casting time of 8 hours. Once you cast either spell in this way, you can't cast that spell this way again until you finish a long rest. You can also cast these spells using any spell slots you have of appropriate level. Intelligence, Wisdom, or Charisma is the spellcasting ability for these spells when you cast them with this feature (choose when you select this background).
Verdant Knight
You are a knight of the Wilds. Some Elves of the wilds consider themselves knights of no virtues, while some human knights of Eldraine have forsaken what remains of their courts to form the Verdant Order. This newly formed order has sworn to defend the last untouched parts of the wilds.
- Skill Proficiencies: Animal Handling, Survival
- Tool Proficiencies: Carpenter's tools
- Languages: One of your choice from Elvish or Sylvan
- Equipment: A set of traveler's clothes, 5 days of animal feed, a riding saddle, a bit and bridle, and a belt pouch containing 10 gp
Feature: Verdant Mount
You have acquired a noble beast that takes the form of an elk or a giant fox (stat block on page 56). It has been trained to accept a rider and serves you as a mount, both in combat and out. If your mount dies, you can retrieve a new one from the Wilds.
Spellcasting
Magic functions on Eldraine as it does in most other D&D settings. The following chapter presents spells unique to Eldraine that can be used by characters in an Eldraine campaign or adventure. The New Spells table shows which class spell lists the spells appear on, as well as that spell's level and school of magic. With your DM's permission, these spells might be available to you even if they aren't on your class spell list. (The Artificer class is presented in Tasha's Cauldron of Everything.) The spells are presented in alphabetical order.
New Spells
Level | Spell | School | Classes |
---|---|---|---|
1st | Song of Totentanz | Enchantment | Artificer, Bard, Sorcerer, Warlock, Wizard |
2nd | Enchanted Carriage | Conjuration | Paladin, Sorcerer, Warlock, Wizard |
2nd | Hydroloft | Transmutation | Sorcerer, Warlock, Wizard |
3rd | Didn't Say Please | Illusion | Bard, Cleric, Druid, Ranger, Sorcerer, Wizard |
3rd | Fertile Footsteps | Transmutation | Bard, Druid, Ranger |
3rd | Opt | Conjuration | Wizard |
3rd | Witch's Vengeance | Evocation | Warlock |
4th | Marawen's Taste of Death | Conjuration | Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard |
4th | Blow Your House Down | Evocation | Bard, Druid, Sorcerer, Wizard |
4th | Bring to Life | Transmutation | Artificer, Bard, Sorcerer, Wizard |
4th | Covetous Urge | Enchantment | Bard, Druid, Wizard |
4th | Loamcraft | Transmutation | Artificer, Druid, Ranger |
4th | Oaken Boon | Transmutation | Druid, Ranger |
4th | Turn into a Pumpkin | Transmutation | Bard, Druid, Sorcerer, Wizard |
5th | Banish into Fable | Abjuration | Cleric, Paladin, Sorcerer, Warlock, Wizard |
5th | Rage of Winter | Transmutation | Druid, Sorcerer, Warlock, Wizard |
5th | Sundering Stroke | Evocation | Paladin |
6th | Dance of the Manse | Abjuration | Bard, Druid, Sorcerer, Wizard |
6th | Marawen's Reave Soul | Necromancy | Cleric, Warlock, Wizard |
Banish into Fable
5th-level Abjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a blank sheet of canvas worth at least 1sp)
- Duration: Concentration, up to 1 minute
You attempt to seal away one creature you can see within range into a painting. The target must succeed on a Charisma saving throw or be banished.
You banish the creature into the blank sheet of canvas used as this spell's material component. The canvas is magically altered until the spell ends, depicting a beautiful portrait of the target. You make all decisions about the appearance of the portrait's backdrop.
While banished, the target is incapacitated. It can see and hear through the canvas, but can't move or speak. The target remains in the canvas until the spell ends or the canvas is damaged, at which point the target reappears in an unoccupied space within 5 feet of the canvas.
If you concentrate on this spell for the full possible duration, the target can repeat the Charisma saving throw a final time, ending the spell on a success. On a failed save, the banishment lasts until it is dispelled.
Blow Your House Down
4th-level Evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V
- Duration: Instantaneous
You exhale a gust of strong wind away from you in a line 60 feet long and 5 feet wide. Each creature in that area must make succeed on a Strength saving throw or be pushed 15 feet away from you following the line, stopping early if it impacts against a solid surface. When a creature strikes something, the creature and what it strikes each take 5d10 bludgeoning damage.
A nonmagical structure, such as a wall, also takes the damage if it's in the spell's area. If this damage reduces the structure to 0 hit points, it collapses. A creature within half the distance of the structure's height must make succeed on a Dexterity saving throw or take 5d6 bludgeoning damage, be knocked prone, and become trapped in the rubble. A trapped creature is restrained, and can use its action to make a Strength (Athletics) check against your spell save DC, freeing itself on a success.
The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. In addition, unsecured objects that are completely within the line are automatically pushed 15 feet away from you by the wind.
Bring to Life
4th-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a bottle of faerie dust worth 500gp, which the spell consumes)
- Duration: Instantaneous
You sprinkle a bit of faerie dust onto one Medium or smaller nonmagical, unsecured object you can see within range that isn't being worn or carried. The spell brings the object to life, causing it to animate as a creature. Your DM chooses statistics appropriate for the awakened object, such as the stat block for an animated book (stat block on page38), the animated armor, or the flying sword. If the creature has an Intelligence of 9 or lower, it gains an Intelligence of 10.
The awakened object is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened object chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Covetous Urge
4th-level Enchantment
- Casting Time: 1 hour
- Range: 60 feet
- Components: V, S, M (a drop of nectar)
- Duration: 10 days
This spell attracts creatures to something you designate. You target a Huge or smaller creature or object and invest it with an aura that attracts Humanoids for the duration. Humanoid creatures feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.
If the target is an object, when a creature reaches it, it is compelled to take the object if possible. The creature continues to make a Wisdom saving throw on each of its turns, but if it is holding the object, it can move as normal.
If the target damages or otherwise harms an affected creature, or an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Dance of the Manse
6th-level Abjuration
- Casting Time: 1 hour
- Range: Touch
- Components: V, S
- Duration: 10 days
You create a ward that protects up to 5,000 square feet of floor space (an area 100 feet square, or two hundred 5-foot squares or fifty 10-foot squares). The warded area can be up to 40 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. The whole warded area radiates magic.
You choose up to eight nonmagical, unsecured objects of your choice within the warded area to become animate. Your DM chooses statistics appropriate for the objects, such as the stat block for an animated book (stat block on page 40), the animated armor or the rug of smothering. Each object animated by this spell is bound to the warded area and can't willingly leave it. The creatures act independently of you, but defend the warded area against intruders. If an animated object is forced to leave the warded area or drops to 0 hit points, it reverts to its original object form.
When you cast this spell, you can specify individuals that aren't considered intruders. You can also specify a password that, when spoken aloud, makes the speaker no longer an intruder.
You can create a permanently warded structure by casting this spell there every day for one year. In a permanently warded area, if an animated object reverts to its original object form, another object in the area animates at random to take its place.
Didn't Say Please
3rd-level Illusion
- Casting Time: 1 reaction, which you take in response to creature speaking
- Range: 30 feet
- Components: V, S, M (a bit of string)
- Duration: Concentration, up to 1 minute
You cause glowing threads to wrap and cover a foe's mouth. One creature that you can see within range must succeed on a Dexterity saving throw or be unable to speak for the duration.
A target affected by this spell can attempt to cast a spell with a verbal component by making a saving throw using their spellcasting ability (no action required). It gets a bonus to this saving throw equal to the level of the spell it is casting (for example, if it is casting a spell of 3rd level, it gets a +3 bonus to the saving throw). On a success, the target resists this spell long enough to perform a verbal component, but can't otherwise speak.
At the end of each of the target's turns, it can repeat the Dexterity saving throw, ending the spell on a success.
Enchanted Carriage
2nd-level Conjuration
- Casting Time: 10 minutes
- Range: 30 feet
- Components: V, S
- Duration: 24 hours
You target a nonmagical plant within range that fits within a 5-foot cube (such as a pumpkin) and transform it into a carriage. When you cast this spell, you can also target up to two Tiny creatures with an Intelligence score of 3 or less and transform them into draft horses. The spell teleports the creatures so they are 5 feet in front of the carriage and magically conjures a bit and bridle for each of the horses, attaching them to the carriage. Additionally, the horses' Intelligence becomes 6, and they gain the ability to understand one language of your choice that you speak.
You have a supernatural bond to the horses and carriage created this way. The horses serve you by pulling the carriage in the direction and speed you designate. While driving the carriage, you are considered proficient with land vehicles, and you add double your proficiency bonus to ability checks related to driving the carriage. You can also make any spell you cast that targets only you also target the carriage.
If the carriage or draft horses drop to 0 hit points, it returns to its original form.
You can't have more than one carriage or two horses conjured by this spell at a time. As an action, you can revert the carriage and draft horses to their original form.
Fertile Footsteps
3rd-level Transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Vines and flowering plants burst from your feet. Until the spell ends, each unoccupied space you move through becomes imbued with the energy of plant growth. All normal plants in those spaces become thick and overgrown, creating difficult terrain which lasts for the duration. You and creatures you designate can move through these areas of difficult terrain without expending extra movement.
Hydroloft
2nd-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a drop of water)
- Duration: Concentration, up to 1 minute
You cause a creature you touch to sprout wings made of water from its back, which last for the duration. The wings provide the creature with a flying speed of 20 feet, a +1 bonus to AC, and resistance to fire damage.
Loamcraft
4th-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of soil)
- Duration: Instantaneous
You touch a nonmagical plant of Medium size or smaller that isn't a creature or a section of nonmagical plant matter no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a bush into a weapon, idol, or coffer, or make a small passage through a large tree, as long as the tree is less than 5 feet thick. You could also shape a wooden door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of plant matter you can affect increases by 5 feet for each slot level above 5th.
Marawen's Reave Soul
6th-level Necromancy
- Casting Time: 10 minutes
- Range: Self
- Components: V, M (a physical connection to the target, which is consumed, and an amethyst worth at least 900gp)
- Duration: Instantaneous
This spell has a specific verbal component, a witch's incantation:
- “Into amethyst, I pour
- Envy’s shadow, sorrow’s gleam.
- Lure the one whose scorn I bore
- That I may hear one final scream.”
When you cast this spell, choose one Humanoid that you are familiar with that is on the same plane of existence as you. The target must make a Charisma saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If the target can't be targeted by divination magic, this spell fails.
Knowledge of Target
Knowledge | Save Modifier |
---|---|
Secondhand (you have heard of the target) | +5 |
Firsthand (you have met the target) | +0 |
Familiar (you know the target well) | -5 |
Connection to Target
Connection | Save Modifier |
---|---|
Likeness or picture | -2 |
Possession or garment | -4 |
Body part, lock of hair, bit of nail, or the like | -10 |
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the target takes 9d6 necrotic damage, and its Charisma score is reduced by 1d6. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Also on a failed save, the spell leaves behind a physical connection to you in the target's space, based on the physical connection consumed. The DM determines the nature of this connection, such as burning your likeness into the wound, or harmlessly leaving behind a lock of your hair or nonmagical possession of yours.
A creature killed by this spell has its soul pulled into the amethyst used as the spell's material component, which can hold only one such soul at a time. The soul remains inside the amethyst for 24 hours or until the amethyst is destroyed. While a soul is trapped, the dead humanoid it came from can't be revived.
Casting this spell with an amethyst that already contains a soul once a day for 7 days keeps the soul trapped permanently.
Marawen's Taste of Death
3rd-level Conjuration
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (a knife and a chime)
- Duration: 24 hours
This spell creates poisoned treats, a favorite trick of barrow witches. This spell has a specific verbal component, a witch's incantation:
- “Murder clad in crimson beauty,
- An end to life and love and duty.
- Hone the knife and mourn the least,
- Three chimes to sound the sweet, grim feast.”
After sounding the chime three times, the spell conjures four treats of your choice, such as apples, cookies, or candies. Each of these treats is poisoned, and illusion magic masks the poison. An identify spell reveals the treat's true nature. The treats last for the duration and can be eaten as a bonus action.
A creature who eats one of these treats takes 6d6 poison damage and must succeed on a Constitution saving throw or be poisoned for 24 hours. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Once a creature is affected, the treat disappears.
Oaken Boon
4th-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a flowering stem or branch)
- Duration: Concentration, up to 1 minute
You draw on the ancient magic of the treefolk, imbuing one creature you touch with the following benefits until the spell ends:
- As an action, the target can use 10 feet of movement to magically step into a tree within 5 feet of it and emerge from a second tree it can see within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least the same size as the target.
- The target gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
Opt
3rd-level Conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a magic item, which the spell consumes)
- Duration: Concentration, up to 1 minute
You call upon the wild magic of the high fae to strike a bargain for a bit of magic. When you cast the spell, a portal to Talion's court appears above your head, and two random magic items appear (the DM rolls twice on Magic Item Table B, rerolling spell scrolls). You can reach up and grab one of the magic items; the other disappears. The magic item and its effects last for the duration, after which it vanishes.
Rage of Winter
5th-level Transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (an ice cube)
- Duration: Concentration, up to 1 minute
You attempt to freeze one Huge or smaller creature that you can see within range and encase it in ice. The creature must succeed on a Constitution saving throw or be petrified as ice freezes it solid. A creature that has resistance to cold damage has advantage on this saving throw, and a creature that is immune to cold damage is unaffected by this spell.
A creature petrified by this spell can repeat the Constitution saving throw at the end of each of its turns, ending the spell on itself on a success. The spell also ends on the creature if it takes fire damage.
Song of Totentanz
1st-level Enchantment
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a wind instrument worth at least 3gp)
- Duration: Concentration, up to 10 minutes
You play the song of Totentanz on the instrument used as the material component. The spell magically calls a swarm of rats, which appears in an unoccupied space you can see within 30 feet of you. You must use your action to continue playing the song on each of your turns; the spell ends if you use your action to do anything else. The swarm disappears when it drops to 0 hit points or when the spell ends.
The swarm is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
Sundering Stroke
5th-level Evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature that has at least one head with a weapon attack before this spell ends, your weapon shimmers with silver radiance, and the attack deals an extra 6d8 radiant damage to the target. If this damage reduces the target to 30 hit points or fewer, the target must succeed on a Constitution saving throw or have one of its heads cut off. The target dies if it can't survive without the lost head. A creature is immune to this effect if it doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with the weapon used to make the attack.
Turn into a Pumpkin
4th-level Transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pumpkin seed)
- Duration: Concentration, up to 10 minutes
This spell transforms a creature that you can see within range into a pumpkin. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The creature along with everything it is wearing or carrying are transformed into a pumpkin for the duration. The target's statistics, except for its Wisdom score, are replaced by those of the pumpkin, which is a Tiny object with AC 14, 10 hp, and immunity to poison and psychic damage. At the end of each of its turns, the creature repeats the Wisdom saving throw, ending the spell on a success. The transformation ends early if the pumpkin is reduced to 0 hit points.
When it returns to its normal form, the creature returns to the number of hit points it had before it transformed, and has no memory of time spent as a pumpkin.
Witch's Vengeance
3rd-level Necromancy
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M
- Duration: Concentration, up to 8 hours
You choose a type between Humanoid or Fey and place a contagious hex on a creature of that type you can see within range. That creature is cursed for the duration. While cursed, an illusory dagger wreathed in blue flame appears over the creature's head.
Whenever another creature of the chosen type starts its turn within 5 feet of a cursed creature, that creature is also cursed for the duration. No more than 8 creatures can be cursed by this spell at a time.
At the end of each of a cursed creature's turns, it must succeed on a Wisdom saving throw or take 1d6 necrotic damage. If it successfully saves against this spell three times, the curse ends for that creature. The successes don't need to be consecutive. When the curse ends on the original cursed target, the spell ends.
A remove curse spell cast on a cursed creature ends the curse on that target.
Treasures
This section describes magic items that are likely to be found while adventuring in Eldraine. The items are presented in alphabetical order.
Agatha's Soul Cauldron
Wondrous Item, Artifact (Requires Attunement by a Warlock of an Archfey Patron)
This iron and embossed on the outside with a fae-like visage. Newts can often be found clambering on its extertior. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. It has two handles on its sides, and sits atop four clawed feet.
If you fill the cauldron with water and place the corpse of a creature into it, the cauldron bubbles with magic, turning the water into a green acid that magically dissolves the corpse. The creature's soul then becomes bound to the cauldron, and it can't be revived by any means short of a wish spell.
The cauldron has 7 charges, and regains all expended charges daily at dawn. While you are within 120 feet of the cauldron, you can use an action to expend a charge and call upon any soul bound to the cauldron to empower you in one of the following ways:
- You cast one spell of 5th level or the lower that the creature knew in life.
- You use one melee or ranged weapon attack the creature knew in life. If you don't have proper anatomy for it, your body temporary polymorphs to perform the attack.
Arcane Signet
Ring, rare (requires attunement by a sorcerer, warlock, or wizard)
This beautiful golden signet ring encloses a blue gem swirling with magical energy. It was once a drop of water, but was transformed into something much more by Indrelon, the magic mirror.
While you are wearing the ring, it can function as a spellcasting focus for all your spells, and you can use an action to regain one expended spell slot. If the expended slot was of 7th level or higher, the new slot is 6th level. Once you have used this property, it can't be used again until the next dawn.
Coral Weapon
Weapon (Any), Common
Melee weapons made out of coral, typically by an undine coralsmith, are particularly effective for use underwater. Attacks made with coral weapons underwater have advantage.
Crystal Slipper
Wondrous item, rare (requires attunement)
The magic of these slippers was discovered by Cassia Kenrith, a peasant girl who married into the royal line some generations ago.
While you wear these slippers, you can use a bonus action and click the slippers' heels together. If you do, you gain the effect of the haste spell for 1 minute (no concentration required). If you click your heels together again, you end the effect early (no action required). Once you have used the slippers, they can't be used again until the next dawn.
Embercleave
Weapon (longsword), artifact (requires attunement)
This sword of legend was once gifted to a knight of Embereth by the Irencrag itself, a sign of true worthiness.
You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using it, the target takes an extra 3d10 fire damage.
Summon. If this weapon is on the same plane of existence as you while you are attuned to it, you can summon it as a reaction, causing it to teleport instantly to your hand.
Cleave. When you take the Attack action on your turn, you can replace one of your attacks with a swing of this magic weapon in an arc. Each creature in a 10-foot cone originating from you must succeed on a Dexterity saving throw against a DC of 9 + your proficiency bonus + your Strength modifier or take 2d10 fire damage.
Eriette's Tempting Apple
Wondrous Item, Artifact (Requires Attunement by a Warlock of an Archfey Patron)
This large apple appears to be made of glass or crystal, cut and fashioned. A strange purple haze emanates from it.
A creature who takes a bite of the apple is charmed by you. The charmed creature regards you as a loved one, will defend you, and will obey your commands to the best of its ability.
Faerie Dust
Wondrous item, uncommon
As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet. A vial holds enough faerie dust for one use.
Folio of Fancies
Wondrous item, legendary (requires attunement by a wizard)
This dark hardcover book has a pair of blue feathered wings. It is a spellbook of Gadwick, the archmage of the court of Vantress.
The spellbook is a creature with the stat block of an animated book (stat block on page 40). You can attune to the spellbook while it is unconscious. While attuned to it, the spellbook acts independently of you but understands and follows your commands.
When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: bring to life*, enlarge/reduce, didn't say please*, hypnotic pattern, imprisonment, rage of winter*, sleep, turn into a pumpkin*, wish. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
* These spells appear in Chapter 2.
Giant's Skewer
Weapon (spear), uncommon
This magic weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The weapon deals an additional 1d6 damage, or and additional 1d8 damage if used with two hands to make a melee attack.
Hylda's Crown of Winter
Wondrous Item, Artifact (Requires Attunement by a Warlock of an Archfey Patron)
This ornate crown appears to be made of ice and is covered with spikes.
The crown has 7 charges, and regains 1d4 + 3 charges daily at dawn. While wearing it, you can use an action to expend one or more charges and cast one of the following spells from it: ice knife (1 charge),* ice storm (2 charges), investiture of ice (3 charges), snowball storm (1 charge),* wall of ice (3 charges).
* These spells appear in Xanathar's Guide to Everything and the Elemental Evil Player's Companion.
Lucky Clover
Wondrous item, rare (requires attunement)
This silver pendant contains a single four-leaf clover encased in resin.
Luck. While you wear this pendant, you gain a +1 bonus to ability checks and saving throws. Additionally, whenever you make an attack roll, ability check, or saving throw, you can call on the pendant's luck to reroll the d20. You must use the second roll. This property can't be used again until the next dawn.
Mace of the Valiant
Weapon (mace), legendary
You a bonus to attack and damage rolls made with this magic weapon equal to the number of allies you can see within 30 feet of you. The maximum bonus to attack rolls is +5, and the maximum bonus to damage rolls is +3.
Magic Beans
Wondrous Item, Very Rare
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains.
If you remove a bean from the bag and eat it, you are magically transformed into a beanstalk giant (stat block on page 42) for 1 hour. Your game statistics, except for your mental ability scores, are replaced by those of the giant. You retain your alignment and personality. The transformation ends early if it is dispelled.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean immediately grows into an impossibly tall everstalk. The everstalk can be climbed to reach the Kingdom of Storms.
Mantle of Tides
Wondrous item, rare (requires attunement)
This magic cloak is made of a translucent blue material. It is crafted and worn by the undine of Lochmere.
While you wear this cloak, you gain a +1 bonus to AC and saving throws.
Additionally, The cloak's train flows in the direction of magic, as though it were always underwater. If there is magic within 30 feet of you, the train flows in its direction.
Potion of Fortifying
Potion, common
When you drink this potion, you regain 5 hit points, and the potion provides enough nourishment to sustain you for one day. This light blue potion is made from goodberries.
Pussflower Juice
Potion, Uncommon
This potion can be applied to a weapon or ammunition as a poison. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 5 (2d4) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each hour, ending the poisoned condition on itself on a success.
Rosethorn Halberd
Weapon (halberd), uncommon
This halberd is made by the elves of the wilds. It is a sharpened length in wood covered in thorny vines.
You have a +1 bonus to attack and damage rolls made with this magic weapon. While wielding it, a creature that hits you with a melee attack while within 5 feet of you takes 1d6 slashing damage.
Shining Armor
Armor (any medium or heavy), very rare
This armor never gets dirty and is always gleaming. You have a +2 bonus to AC while wearing it.
Shine. While wearing this armor, you can't be surprised, and enemies within 30 feet of you have disadvantage on Dexterity (Stealth) checks. You also have advantage on Wisdom (Perception) checks that rely on sight to detect anything in that radius.
Sorcerous Spyglass
Wondrous item, rare
This elegant brass spyglass features an intricate lens mechanism. While looking through it, you advantage on Wisdom (Perception) checks to detect things that can be seen. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. In addition, you can view magical auras while looking through the spyglass, as if under the effect of a detect magic spell.
Soul-Guide Lantern
Wondrous Item, Uncommon (Requires Attunement)
This elaborate gold cage holds the flickering motes of faerie pathlighters.
The lantern has 6 charges, and regains 1d4+2 expended charges daily at dawn. As long as the lantern has at least one charge, it emits bright light in a 15-foot radius and dim light for an additional 15 feet. While holding it, you can use an action to expend one of its charges to channel healing energy through its light. Each creature in the lantern's bright light gains 5 temporary hit points.
Wishclaw Talisman
Wondrous item, legendary
This talisman is made from the gnarled claw of some unknown horror. It has three charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. The talisman vanishes when you use the last charge.
Bestiary
This chapter presents a number of monsters and NPCs who can be found in Eldraine. The Eldraine Creatures table below lists every creature in this chapter, along with that creature's type and challenge rating (CR). The creatures in this bestiary are organized alphabetically. A few creatures are gathered under a group heading, and those stat blocks are presented alphabetically within that section.
Using a Stat Block
This chapter is a companion to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, please read the introduction of the Monster Manual before proceeding further. That book explains stat block terminology and gives rules for various monster traits, information which isn't repeated here.
In this chapter you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else.
Additionally, if a stat block contains the name of a class in the creature's name or in parentheses under the name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items.
Eldraine Creatures
Creature | Creature Type | CR |
---|---|---|
Animated Book | Construct | 0 |
Archive Dragon | Dragon | 15 |
Beanstalk Giant | Giant | 5 |
Bunnicorn | Celestial | 0 |
Clockwork Servant | Construct | 0 |
Corridor Monitor | Construct | 1/4 |
Elementals | ||
Aquatic Alchemist | Elemental | 1/4 |
Hearth Elemental | Elemental | 2 |
Rotisserie Elemental | Elemental | 3 |
Scalding Viper | Elemental | 4 |
Splashy Spellcaster | Elemental | 6 |
Faeries | ||
Faerie Dreamthief | Fey | 1/2 |
Faerie Guidemother | Fey | 2 |
Shadow Puppeteers | Fey | 1/2 |
Fauns | ||
Tanglespan Faun | Fey | 1/2 |
Loamcrafter Druid | Fey | 1/2 |
Eldraine Creatures (contd.)
Foxes | ||
Fox | Beast | 0 |
Giant Fox | Beast | 1 |
Gluttoneer | Humanoid | 3 |
Goose | Beast | 0 |
Horned Loch-Whale | Beast | 8 |
Howling Galefang | Beast | 4 |
Ice Sentry | Elemental | 5 |
Inquisitive Puppet | Construct | 1/8 |
Keeper of Fables | Beast | 2 |
Loch Dragon | Dragon | 8 |
Lost Legionnaire | Undead | 3 |
Merfolk Sage | Humanoid | 1/2 |
Merfolk Scavengers | Humanoid | 1 |
Mistford River Turtle | Beast | 3 |
Otter | Beast | 0 |
Ouphe | Fey | 1/4 |
Queen of Ice | Humanoid | 9 |
Questing Beast | Monstrosity | 9 |
Ranger | Humanoid | 3 |
Ratcatcher | Humanoid | 1/4 |
Realm-Cloaked Giant | Giant | 27 |
Redcap Ratter | Fey | 3 |
Shrouded Shepherd | Celestial | 5 |
Stonecoil Serpent | Construct | 6 |
Sweettooth Horrors | ||
Candy Grapple | Fiend | 1/8 |
Scream Puff | Fiend | 4 |
Sugarmaw | Fiend | 5 |
Thorn Mammoth | Plant | 6 |
Troll King | Giant | 7 |
The Whispering Witch | Monstrosity | 20 |
Animated Book
Gadwick the Wizened, archmage of Vantress, is known to have many animated objects and elementals in his tower of Caervelin. He is quite fond of animated books, which he can call to his side instead of pouring over his enormous library. Gadwick's spellbook is said to be one of these flitting creatures.
Animated Book
Tiny Construct, Unaligned
- Armor Class 12 (natural armor)
- Hit Points 3 (1d4 + 1)
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 12 (+1) 1 (-5) 5 (-3) 1 (-5)
- Damage Vulnerabilities fire
- Damage Immunities poison, psychic
- Condition Immunities blinded, deafened, exhaustion, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
- Languages —
- Challenge 0 (0 or 10 XP)
Antimagic Susceptibility. The book has the incapacitated condition while in the area of an antimagic field. If targeted by dispel magic, the book must succeed on a Constitution saving throw against the caster's spell save DC or have the unconscious condition for 1 minute.
False Object. If the book is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the book move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the book is animate.
Unusual Nature. The book doesn't require air, food, drink, or sleep.
Actions
Slam. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Archive Dragon
Archive Dragon
Huge Dragon, Typically Neutral
- Armor Class 19 (natural armor)
- Hit Points 195 (17d12 + 85)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 20 (+5) 22 (+6) 20 (+5) 23 (+6)
- Saving Throws Int +11, Wis +10, Cha +11
- Skills Perception +10, Persuasion +11, Stealth +9
- Condition Immunities charmed
- Senses truesight 120 ft., passive Perception 20
- Languages Common, Draconic, Elvish, Goblin, Sylvan
- Challenge 15 (13,000 XP)
- Proficiency Bonus +5
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) radiant damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or have the prone condition.
Stunning Breath (Recharge 5–6). The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save, the creature takes 42 (12d6) psychic damage, and has the stunned condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: tongues
1/day each: levitate, legend lore, telekinesisLegendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
- Tail. The dragon makes one Tail attack.
- Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.
Beanstalk Giant
Many giants are found throughout Eldraine. Hill giants are found roaming the Wilds and the Realm, while most stone giants take up residence in Garenbrig. The everstalks found throughout the Wilds lead to the Kingdom of Stoms atop the clouds, where cloud giants and storm giants can be found. Beanstalk giants are none of these giants, instead being the result of smallfolk who mistakenly eat the beans of everstalks.
Beanstalk Giant
Huge Giant, Any Alignment
- Armor Class 13 (natural armor)
- Hit Points 105 (10d12 + 40)
- Speed 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)
- Skills Perception +2
- Senses passive Perception 12
- Languages Giant
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Fertile Footsteps. Each space the giant moves through becomes difficult terrain overgrown with plants until the next dawn.
Regeneration. The giant regains 10 hit points at the start of its turn if it has at least 1 hit point and is in sunlight. If the giant takes fire or lightning damage, this trait doesn't function at the start of the giant's next turn.
Actions
Multiattack. The giant makes two Slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Bunnicorn
Tiny Celestial, Unaligned
- Armor Class 13
- Hit Points 5 (2d4)
- Speed 20 ft., burrow 5 ft.
STR DEX CON INT WIS CHA 1 (-5) 17 (+3) 10 (+0) 2 (-4) 11 (+0) 4 (-3)
- Skills Perception +2, Stealth +5
- Senses passive Perception 12
- Languages —
- Challenge 0 (10 XP)
- Proficiency Bonus +2
Actions
Horn. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If the bunnicorn moved at least 20 feet straight toward the target before the hit, the target takes an extra 2 piercing damage.
Healing Touch (3/Day). The bunnicorn touches another creature with its horn. The target magically regains 5 hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The bunnicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the bunnicorn is familiar with, up to 1 mile away.
Bonus Actions
Escape. The bunnicorn takes the Dash, Disengage, or Hide action.
Bunnicorn
The bunnicorn is a fabled creature of legend, much rarer than other horned beasts such as the unicorn. It has a similar celestial magic, but is not an intelligent or regal beast; it is quite content to spend its day grazing and running away from humans.
Clockwork Servant
"Some are annoyed by the constant ticking as they clean the cobbles, but to the castle custodians, there’s no sweeter sound."
These small automatons are clockwork machines, crafted by Vantress artificers, that are able to perform simple tasks, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. They aren't living or thinking, and will simply follow the orders given them by their creator.
Clockwork Servant
Small Construct, Unaligned
- Armor Class 10
- Hit Points 3 (1d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 10 (+0) 11 (+0) 1 (-5) 10 (+0) 1 (-5)
- Skills Perception +4
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
- Languages understands the languages of its creator but can't speak
- Challenge 0 (0 or 10 XP)
- Proficiency Bonus +2
Unusual Nature. The servant doesn't require air, food, drink, or sleep.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Corridor Monitor
Small Construct, Unaligned
- Armor Class 17 (natural armor)
- Hit Points 26 (4d6 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 16 (+3) 5 (-3) 16 (+3) 7 (-2)
- Skills Perception +4, Stealth +4
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages understands the languages of its creator but can't speak
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Illumination. The monitor casts bright light in a 60-foot cone and dim light for an additional 60 feet.
Keen Senses. The monitor has advantage on Wisdom (Perception) checks.
Unusual Nature. The monitor doesn't require air, food, drink, or sleep.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Reactions
Alarm. When it detects an intruder, the monitor it emits an alarm audible within 300 feet of it.
Corridor Monitor
The corridor monitors are clockwork machines powered by magic. They are similar to lanterns with legs, and they use their light to search Vantress castle for intruders. Should they find any, they emit a loud alarm sound, alerting the castle guards and knights to the disturbance.
Elementals
The archmage of Vantress, Gadwick the Wizened, has a personal tower called Caervelin hidden somewhere in Vantress' lands. The tower is home to many magical secrets, but its large size, coupled with Gadwick's preference for seclusion, mean that it can only be properly maintained through the use of many spells and magical servants. Among those servants are many specialized elementals that Gadwick has summoned. However, the longer he spends away from the tower, the less of a magical hold his spells have on his servants.
Aquatic Alchemist
The aquatic alchemist is a water elemental made of water from an alchemical cauldron. It can quickly combine different reagents to create various concoctions and brews.
Aquatic Alchemist
Small Elemental, Typically Chaotic Neutral
- Armor Class 11
- Hit Points 27 (6d6 + 6)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 9 (-1) 11 (+0) 7 (-2)
- Skills Stealth +3
- Damage Immunities poison
- Condition Immunities poisoned
- Senses passive Perception 10
- Languages understands Common but can't speak
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
False Object. If the alchemist is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the alchemist move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the alchemist is animate.
Actions
Pseudopod. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6) bludgeoning damage.
Alchemical Glob. One target of the alchemist's choice it can see within 60 feet of it must succeed on a DC 12 Dexterity saving throw or suffer one of the following effects of the alchemist's choice:
- • The target takes 7 (2d6) acid damage.
- • The target is ignited. While ignited, the target takes 2 (1d4) fire damage at the start of each of its turns. The target can use its action to make a DC 12 Dexterity check to extinguish the flames, ending the effect on itself on a success.
- • The target's space is covered in grease for 1 minute. The target and any creature that enters that space for the first time on a turn must make a DC 12 Dexterity saving throw or have the prone condition.
Hearth Elemental
Large Elemental, Typically Chaotic Evil
- Armor Class 15 (natural armor)
- Hit Points 85 (10d10 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 10 (+0) 6 (-2) 3 (-4) 1 (-5)
- Damage Resistances fire
- Senses passive Perception 6
- Languages understands Common but can't speak
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Heated Body. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
Illumination. The elemental emits bright light in a 20-foot radius and dim light for an additional 20 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 4 (1d8) fire damage.
Spew Fireball (Recharge 4–6). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 18 (4d8) fire damage. The fire ignites flammable objects that aren't being worn or carried.
Hearth Elemental
The hearth elemental is a fire elemental summoned into a fireplace. Gadwick's intention seems to have been a fire that never went out nor needed stoking; unfortunately, as all fires, the elemental turns out to be quite hungry.
Rotisserie Elemental
Another fire elemental, the rotisserie elemental exists to automate the food-making process in Caervelin, so Gadwick can continue his studies instead of being bothered with cooking. The only problem is that the elemental really loves cooking things.
Rotisserie Elemental
Medium Elemental, Typically Chaotic Neutral
- Armor Class 13
- Hit Points 65 (10d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
- Saving Throws Dex +2, Con +4
- Damage Immunities fire
- Senses passive Perception 10
- Languages Common
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Multiattack. The elemental makes two Rotisserie attacks.
Rotisserie. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage.
Reactions
Parry. The elemental adds 2 to its AC against one melee attack it can see that would hit it.
Scalding Viper
Medium Elemental, Typically Chaotic Neutral
- Armor Class 13
- Hit Points 45 (7d8 + 14)
- Speed 40 ft., swim 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 15 (+2) 5 (-3) 10 (+0) 7 (-2)
- Damage Resistances cold, fire
- Damage Immunities poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses passive Perception 10
- Languages understands Common but can't speak
- Challenge 4 (1,100 XP)
- Proficiency Bonus +2
Steam Clean. If the viper takes damage from a spell or other magical effect, it releases a large explosion of steam. Each creature within 20 feet of it must succeed on a DC 13 Dexterity saving throw or take 14 (4d6) fire damage.
Form of Fire and Water. The viper can move through a space as narrow as 1 inch wide without squeezing. In addition, the viper can enter a hostile creature's space and stop there. The first time the viper enters another creature's space on a turn, that creature takes 5 (1d10) fire damage.
Heated Body. A creature that touches the weird or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
Illumination. The weird sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage.
Scalding Viper
The scalding viper, unlike other elementals in Caervelin, is quite an accident; a fire elemental and a water elemental somehow got their jobs mixed up, and are now one steaming wyrm.
Splashy Spellcaster
These water elementals have gone beyond their intended function and have begun mimicking their master, using their magical connection to the plane of water to invoke spells and magical effects throughout Caervelin; which usually involves water damage to books and scrolls.
Splashy Spellcaster
Medium Elemental, Typically Chaotic Neutral
- Armor Class 15 (natural armor)
- Hit Points 58 (13d8)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
- Saving Throws Int +6, Wis +4
- Senses passive Perception 11
- Languages understands Common but can't speak
- Challenge 6 (2,300 XP)
- Proficiency Bonus +3
Freeze. If the spellcaster takes cold damage, it partially freezes; until the end of its next turn, its speed is halved, attack rolls against it have advantage, and it makes Dexterity saving throws with disadvantage.
Water Form. The spellcaster can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The spellcaster makes three Splash attacks.
Splash. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) force damage.
Spellcasting. The spellcaster casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: acid splash, mage hand
2/day each: create or destroy water, fog cloud
1/day: control water
Faerie Dreamthief
Small Fey, Typically Chaotic Evil
- Armor Class 14 (leather armor)
- Hit Points 22 (5d6 + 5)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
- Skills Perception +3, Stealth +7
- Senses darkvision 60 ft., passive Perception 13
- Languages Common, Sylvan
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Actions
Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the faerie had advantage on the attack roll, the target takes an additional 3 (1d6) bludgeoning damage.
Faerie Dust (2/day). The faerie casts the sleep spell, requiring no material components and using Charisma as the spellcasting ability.
Theft of Dreams (2/day). The faerie casts detect thoughts on an unconscious creature within 10 feet of it. At the start of each of the faerie's turns until the spell ends, the faerie gains 5 temporary hit points.
Reactions
Take it Back (Recharge 6). Immediately after the faerie succeeds on a spell saving throw against a spell or a spell attack roll misses it, the faerie reflects the spell back at the caster as though it originated from the faerie, turning the caster into the target.
Faeries
Faeries are the denizens of the Wilds, found all throughout the plane of Eldraine in many forms. Monstrous Compendium Vol. 4: Eldraine Creatures has stat blocks for numerous faeries and high fae. This section adds three more stat blocks to increase the diversity of faeries in a campaign or adventure set in Eldraine.
Faerie Dreamthief
During the wicked slumber, many faerie pests found a new way to pester humans; by stealing their very dreams.
Faerie Guidemother
Particularly benevolent pathlighters are known to become faerie guidemothers, watching over a particular mortal, keeping them safe and giving them gifts.
* The bring to life spell is found on page 31.
Faerie Guidemother
Medium Fey, Typically Chaotic Good
- Armor Class 12
- Hit Points 38 (7d8 + 7)
- Speed 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4)
- Skills Insight +5, Perception +5, Survival +5
- Senses passive Perception 15
- Languages Common, Sylvan
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Faerie Illumination. The faerie sheds dim light in a 15-foot radius.
Actions
Multiattack. The faerie makes two Ego Drain attacks.
Ego Drain. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one target. Hit: 7 (2d6) psychic damage, and if the target is a creature, it must make a DC 14 Intelligence saving throw. On a failed save, the creature must choose whether it gets a move, an action, or a bonus action on its next turn; it gets only one of the three.
Gift of the Fae (1/day). The faerie targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Masters Guide for more information on supernatural charms. Alternatively, the faerie magically conjures and gifts the target a cloak of protection or a +1 magic item that lasts for 24 hours.
Spellcasting. The faerie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
At will: hideous laughter, silence
1/day each: bring to life,* flyReactions
Spell Stutter (2/Day). The faerie casts counterspell.
Shadow Puppeteer
Tiny Fey, Typically Chaotic Neutral
- Armor Class 15
- Hit Points 12 (5d4)
- Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 20 (+5) 10 (+0) 13 (+1) 12 (+1) 16 (+3)
- Skills Sleight of Hand +7, Stealth +7
- Senses passive Perception 11
- Languages Common, Sylvan
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Flyby. The faerie doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Threadbind. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage, and if the target is a Medium or smaller creature, it has the restrained condition. A restrained creature or a creature within 5 feet of it can use its action to break the thread, ending the effect on a success.
Storyteller. The faerie weaves a string of magical words at one creature it can see within 60 feet of itself. The creature must succeed on a DC 13 Wisdom saving throw or have the charmed condition until the start of the faerie's next turn.
Shadow Puppet. The faerie animates the shadow of one creature within 30 feet of it. The shadow becomes a shadow and leaves the creature casting it. The shadow act as the faerie's ally, obeys its spoken commands, and takes its turn immediately after the faerie's turn on the same initiative count. The shadow remains for 1 hour, until the faerie dies, or until the faerie dismisses it as a bonus action, at which point the shadow returns to the creature who cast it.
Shadow Puppeteers
Faerie borrowers are always looking for something new and novel to steal. Certain magics allow them to steal something that shouldn't be possible to steal: a creature's own shadow.
Faun
Fauns are goat-like humanoids similar to satyrs found on other worlds. Prior to the Phyrexian invasion, fauns were reclusive creatures living in tight family units deep in the forest. But during the invasion, they joined the rest of the fae and the Realm in defense of their home.
Tanglespan Faun
Since the invasion, the fauns have taken charge of the Tanglespan, mapping out the crisscrossing pathways spanning the chasm, fighting off the trolls who lurk beneath the bridges in hope of feasting on travelers, and guiding travelers across the chasm in exchange for a modest toll.
Tanglespan Faun
Medium Fey (Ranger), Typically Neutral Good
- Armor Class 14 (leather armor)
- Hit Points 31 (7d8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)
- Skills Perception +2, Performance +6, Stealth +5
- Senses passive Perception 12
- Languages Common, Sylvan
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Sure-Footed. The satyr has advantage on any saving throws it makes to avoid the prone condition on itself.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Loamcrafter Druid
Medium Fey (Druid), Typically Neutral Good
- Armor Class 13
- Hit Points 31 (7d8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 11 (+0) 10 (+0) 15 (+2) 12 (+1)
- Skills Perception +2, Performance +6, Stealth +5
- Senses passive Perception 12
- Languages Common, Sylvan
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Sure-Footed. The satyr has advantage on any saving throws it makes to avoid the prone condition on itself.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Halberd. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10 + 1) slashing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Spellcasting. The satyr casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
At will: druidcraft, entangle
3/day each: creation (plant matter only), grasping vine, plant growth
1/day: commune with nature
Loamcrafter Druid
Some fauns use druidic and fae magic to give them an edge when navigating the Tanglespan by reshaping the beanstalks and bridges. This tradition of nature magic is known among the fauns as loamcraft.
Fox
Tiny Beast, Unaligned
- Armor Class 13
- Hit Points 2 (1d4)
- Speed 30 ft., burrow 5 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +5
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 0 (0 or 10 XP)
- Proficiency Bonus +2
Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Bonus Actions
Vulpine Nimbleness. The fox takes the Dash or Disengage action.
Giant Fox
Large Beast, Unaligned
- Armor Class 14
- Hit Points 37 (5d10 + 10)
- Speed 40 ft., burrow 5 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
- Skills Perception +3, Stealth +4, Survival +3
- Senses passive Perception 13
- Languages —
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage. If the fox moved at least 20 feet straight toward the target immediately before the hit and the target is a Medium or smaller creature, the target must succeed on a DC 13 Strength saving throw or have the prone condition.
Bonus Actions
Vulpine Nimbleness. The fox takes the Dash or Disengage action.
Gluttoneer
Medium Humanoid (Dwarf), Typically Chaotic Good
- Armor Class 18 (plate)
- Hit Points 78 (12d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 13 (+1) 11 (+0) 13 (+1)
- Saving Throws Con +4, Wis +2
- Damage Resistances poison
- Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
- Languages Common, Dwarvish
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Dwarven Resilience. The gluttoneer has advantage on Constitution saving throws it makes to end the poisoned condition on itself.
Actions
Pie. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or have the blinded condition. A creature can end this condition by using its action to clear away the pie.
Gluttoneer
The dwarven settlement of Delverhaugh is renowned for its Grand Balls, lavish parties that only the prestigious may attend. The Assult on Delverhaugh was an attack on a Grand Ball by a gang of Ogres and Redcaps. A group of dwarven survivors were dubbed the Gluttoneers for slaying dozens of assaulting redcaps using only fruit and cakes.
Goose
A goose is a bird that is often found swimming in bodies of water. They are simple if intrusive creatures.
Eldraine legends speak of the Gilded Goose, often rumored to be held in the Kingdom of Storms above the Wilds. This golden-plated creature is responsible for laying golden eggs, and is coveted by peasants and nobles alike. A gilded goose is practically priceless, and might be the subject of an entire quest for a noble or hunter. The golden eggs laid by a gilded goose are worth 50gp each.
Goose
Small Beast, Unaligned
- Armor Class 12
- Hit Points 3 (1d4 + 1)
- Speed 10 ft., fly 50 ft., swim 20 ft.
STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 13 (+1) 2 (-4) 12 (+1) 4 (-3)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 0 (0 or 10 XP)
Keen Sight. The goose has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Horned Loch-Whale
Gargantuan Beast, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 189 (14d20 + 42)
- Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA 26 (+8) 8 (-1) 17 (+3) 3 (-4) 12 (+1) 5 (-3)
- Senses darkvision 120 ft., passive Perception 11
- Languages —
- Challenge 8 (3,900 XP)
- Proficiency Bonus +3
Amphibious. The whale can breathe air and water.
Lagoon Breach. The whale can use its movement to leap up to 30 feet out of water and make one Bite or Horn attack before falling back into the water.
Magic Resistance. The whale has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The whale makes a Bite attack and a Horn attack.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the whale. A swallowed creature has the restrained condition, has total cover against attacks and other effects outside the whale, and takes 3 (1d6) acid damage at the start of each of the whale's turns.
The whale's stomach can hold up to two creatures at a time. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the whale and has the prone condition. If the whale dies, it similarly regurgitates all swallowed creatures.Horn. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage.
Horned Loch-Whale
The horned loch-whale, like the unicorn and bunnicorn, is a horned beast of legend. Unlike the former two examples, the loch-whale is a carnivorous terror. It is rarely sighted, but when it grows hungry enough, it can leap up from the water to pierce and drag down prey swimming or flying overhead.
Howling Galefang
The galefang is a ferocious canine beast believed to be magically connected to the north wind. These creatures are very rare; one of the few known in the Realm was a pet of Yorvo, king of Garenbrig, and was given as a gift to Beluna, the storm giant queen of Stormkeld in the clouds above the Wilds.
Howling Galefang
Huge Beast, Unaligned
- Armor Class 14 (natural armor)
- Hit Points 66 (7d12 + 21)
- Speed 50 ft.
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 16 (+3) 5 (-3) 12 (+1) 8 (-1)
- Skills Perception +5, Stealth +4
- Senses passive Perception 15
- Languages understands Common but can't speak
- Challenge 4 (1,100 XP)
- Proficiency Bonus +2
Keen Hearing and Smell. The galefang has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Multiattack. The galefang makes a Bite attack and a Claws attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or have the prone condition.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Gale Howl (Recharge 5-6). The galefang unleashes a magical howl of chilling wind in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, a creature takes 22 (5d8) cold damage and is pushed up to 10 feet away from the galefang. On a successful save, a creature takes half as much damage only.
Ice Sentry
Large Elemental, Unaligned
- Armor Class 17 (natural armor, shield)
- Hit Points 85 (9d10 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 5 (-3) 9 (-1) 6 (-2)
- Damage Immunities cold, poison
- Condition Immunities exhaustion, poisoned
- Senses passive Perception 9
- Languages understands Common and Giant but can't speak
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Frozen Body. A creature that touches the ice sentry or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage.
Actions
Multiattack. The ice sentry makes two Ice Sword attacks. It can replace one of these attacks with an Ice Spear attack.
Ice Sword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 9 (2d8) cold damage.
Ice Spear. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or its speed is reduced by 10 feet until the start of the ice sentry's next turn.
Ice Sentry
Hylda, one of the witches in league with Talion during the time of the Wicked Slumber, created for herself a fortress of ice at Loch Larent near Dunbarrow (read more on page 11). Ice sentries are the elementals Hylda created through the crown to defend her domain from intruders.
Inquisitive Puppet
A curious living object, the first inquisitive puppet was brought to life by a faerie guidemother as a boon for an old woodcarver who longed for a son. Perhaps it is the humanoid shape of puppets that cause them to be exceedingly curious when touched by magic.
Inquisitive Puppet
Tiny Construct, Any Alignment
- Armor Class 11 (natural armor)
- Hit Points 28 (8d4 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 3 (-4) 11 (+0) 13 (+1) 10 (+0) 10 (+0) 7 (-2)
- Skills Investigation +2, Perception +2
- Saving Throws Int +2, Wis +2, Cha +0
- Damage Immunities poison
- Condition Immunities paralyzed, petrified, poisoned
- Senses darkvision 30 ft., passive Perception 12
- Languages Common
- Challenge 1/8 (25 XP)
- Proficiency Bonus +2
Antimagic Susceptibility. The puppet has the incapacitated condition while in the area of an antimagic field. If targeted by dispel magic, the puppet must succeed on a Constitution saving throw against the caster's spell save DC or have the unconscious condition for 1 minute.
False Appearance. If the puppet is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the puppet move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the puppet is animate.
Unusual Nature. The puppet doesn't require air, food, drink, or sleep.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6) bludgeoning damage.
Keeper of Fables
Large Beast, Neutral
- Armor Class 15 (natural armor)
- Hit Points 52 (7d10 + 14)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 17 (+3) 14 (+2) 19 (+4)
- Saving Throws Con +4, Cha +6
- Skills Deception +6, History +7, Insight +4, Perception +4, Persuasion +6, Stealth +5
- Senses passive Perception 14
- Languages all
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Keen Smell. The keeper has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Captivating Chronicle (Recharge 5–6). The keeper tells a magical tale. Each creature of the keeper's choice within 30 feet of itself must succeed on a DC 12 Wisdom saving throw or have the charmed condition for 1 minute or until the keeper does anything harmful to it.
Keeper of Fables
The Keeper of Fables is a magical lion, believed to have "awakened" by becoming infused with the magic of the Great Henge in Garenbrig. Not only does the lion speak, but it is incredibly knowledge and wise, and has a penchant for collecting tales and fables and sharing them with those who mean no harm.
Loch Dragon
The loch dragons live in and around Lochmere, the great lake upon which Castle Vantress sits. Just as the undines and Magic Mirror, loch dragons are curious and inquisitive creatures. Despite their ferocity, their favor can be won with a gift of something they’ve never seen before.
Loch Dragon
Large Dragon, Typically Lawful Good
- Armor Class 18 (natural armor)
- Hit Points 142 (15d10 + 60)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
- Saving Throws Dex +3, Con +7, Wis +4, Cha +6
- Skills Insight +4, Perception +7, Stealth +3
- Damage Immunities lightning
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
- Languages Common, Draconic
- Challenge 8 (3,900 XP)
- Proficiency Bonus +3
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes one Bite attack and two Claws attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Wing Attack. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed up to 20 feet away from the dragon and have the prone condition. The dragon can then fly up to half its flying speed.
Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Lost Legionnaire
Medium Undead, Typically Lawful Neutral
- Armor Class 20 (plate, shield)
- Hit Points 78 (12d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 13 (+1) 11 (+0) 13 (+1)
- Saving Throws Con +4, Wis +2
- Senses passive Perception 10
- Languages Common
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Ethereal Sight. The legionnaire can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The legionnaire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Unusual Nature. The legionnaire doesn't require air, food, drink, or sleep.
Virtue of Persistence. The legionnaire has advantage on Constitution saving throws.
Actions
Spectral Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) force damage.
Spectral Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) force damage.
Etherealness. The legionnaire enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane.
Lost Legionnaire
The lost legion is the collective name for all of the Blacklance Paragons who have died in their quest. These knights of Locthwain give a worthy gift from the wilds to Queen Ayara, ruler of the court, and are rewarded with a wedding to her and a send-off into the wilds to find the fabled Cauldron of Eternity, whose magic can bring the dead back to life.
But as Locthwain exemplifies the virtue of persistence, not even death can stop the Blacklane Paragons. As ghosts, these knights scour the wilds for any trace of the Cauldron, and will jealously defend its secrets from anyone unlucky enough to wander into their path.
Merfolk Sage
The undines of Eldraine are known to be hoarders of magic and magical secrets. Many questing knights will seek out these undines in hope of gleaning insight into their journey and future. Of course, Aak a merfolk even a simple question and the answer is a journey far beyond the known.
Merfolk Sage
Medium Humanoid (Merfolk), Typically Chaotic Good
- Armor Class 10
- Hit Points 22 (5d8)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 10 (+0) 18 (+4) 15 (+2) 11 (+0)
- Skills Arcana +8, History +8, Insight +4, Investigation +8, Nature +8, Religion +8
- Senses darkvision 60 ft., passive Perception 12
- Languages Common and any four languages
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Amphibious. The merfolk can breathe air and water.
Fey Ancestry. The merfolk has advantage on saving throws it makes to avoid or end the charmed condition on itself.
Actions
Splash. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d8) force damage.
Spellcasting. The merfolk casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: light
3/day each: comprehend languages, detect magic, identify
1/day each: clairvoyance, locate object, see invisibility, tongues
Merfolk Scavenger
Medium Humanoid (Merfolk), Typically Chaotic Neutral
- Armor Class 13
- Hit Points 22 (4d8 + 4)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 10 (+0)
- Saving Throws Dex +4
- Skills Investigation +2, Perception +3, Survival +3
- Senses darkvision 60 ft., passive Perception 13
- Languages Common
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Amphibious. The merfolk can breathe air and water.
Fey Ancestry. The merfolk has advantage on saving throws it makes to avoid or end the charmed condition on itself.
Actions
Multiattack. The merfolk makes two Coral Spear attacks.
Coral Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has the restrained condition. A creature, including the restrained creature, can use its action to make a DC 10 Strength check, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) also ends the effect and destroys the net.
Merfolk Scavenger
Not all undines are content to seek knowledge peacefully. Scavengers comb the shallows of Lochmere for relics of a bygone era. And if they happen upon a lone traveler, all the better.
Mistford River Turtle
The mistford river turtle was raised from a hatchling by the undines. They taught the turtle who to ferry across Lochmere, and who to drown. If someone attempts to use the back of the great turtle to cross the lake, it will submerge itself and leave the intruders stranded in the murky waters.
But the turtle will safely guide those who are welcome through the mists and across the dangerous waters.
Mistford River Turtle
Huge Beast, Unaligned
- Armor Class 15 (natural armor)
- Hit Points 68 (8d12 + 16)
- Speed 25 ft., swim 50 ft.
STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 15 (+2) 6 (-2) 12 (+1) 5 (-3)
- Senses darkvision 60 ft., passive Perception 11
- Languages understands Mermish but can't speak
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Amphibious. The turtle can breathe air and water.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage.
Shell Defense. The turtle withdraws its limbs and head into its shell. Until it emerges as a bonus action, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the turtle has the prone condition, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, and it can't take any other actions or reactions.
Otter
Small Beast, Unaligned
- Armor Class 13
- Hit Points 2 (1d6 - 1)
- Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 9 (-1) 3 (-4) 12 (+1) 4 (-3)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 0 (0 or 10 XP)
- Proficiency Bonus +2
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Otter
Otters are aquatic mammals found commonly in the rivers and lochs of the Wilds. Some otters show a particular penchant for magic, and while this is rare, some wizards are known to take the furry critters as familiars.
Otter Companions
Otters can be a character's companion in the following ways:
- Familiar. The find familiar spell can summon an otter.
- Ranger's Companion. A Beast Master ranger can choose an otter as Ranger's Companion.
Ouphe
Ouphes are curious creatures found throughout the wilds of Eldraine. Though often seen as dim-witted, ouphes are magically connected to the natural world and know more about the secret lives of trees, mushrooms, and moss than most mortals. Ouphes are related to faeries, though they are treated as distant (and embarassing) cousins.
Ouphe
Tiny Fey, Typically Chaotic Neutral
- Armor Class 15
- Hit Points 1 (1d4 - 1)
- Speed 10 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 2 (-4) 20 (+5) 8 (-1) 12 (+1) 20 (+5) 15 (+2)
- Skills Nature +5, Stealth +7, Survival +7
- Senses passive Perception 15
- Languages Sylvan
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Magic Resistance. The ouphe has advantage on saving throws against spells and other magical effects.
Actions
Spellcasting. The ouphe casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):
At will: druidcraft, speak with plants
1/day each: confusion, detect evil and good, dispel magic, entangle, fly, polymorph, sleepSuperior Invisibility. The ouphe magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the ouphe wears or carries is invisible with it.
Queen of Ice
The Queen of Ice is a mysterious figure who travels across Eldraine in the winter upon a carriage. She has a magical mastery over snow and ice, and seems especially concerned with lake Lochmere once it freezes over. She has been know to spirit away individuals with bad reputations, but none know if this is to punish or recruit them.
Additional Spells
If you have access to the following books, you can replace a 2/day spell from the Queen of Ice's stat block with either frost fingers from Icewind Dale: Rime of the Frostmaiden or binding ice from Fizban's Treasury of Dragons.
Queen of Ice
Medium Humanoid, Lawful Evil
- Armor Class 12 (15 with mage armor)
- Hit Points 121 (22d8 + 22)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
- Damage Immunities cold
- Saving Throws Int +7, Wis +5
- Skills Arcana +7, Nature +7, Survival +5
- Senses passive Perception 11
- Languages any four languages
- Challenge 9 (5,000 XP)
- Proficiency Bonus +4
Legendary Resistance (2/day). If the queen fails a saving throw, she can choose to succeed instead.
Actions
Multiattack. The queen makes three Frost Burst attacks.
Frost Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) cold damage. If the target is a creature, its speed is reduced by 10 feet until the start of the queen's next turn.
Cold Explosion (Recharge 4–6). The queen unleashes a magical explosion of cold. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the queen. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 40 (9d8) cold damage and has its speed reduced to 0 until the start of the queen's next turn. On a successful save, a creature takes half as much damage only. The explosion freezes nonmagical liquids in the area that aren't being worn or carried.
Spellcasting. The queen casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: light, message, prestidigitation
2/day each: armor of agathys, ice storm, lightning bolt, mage armor, snowball storm*
1/day: cone of cold, freezing sphere, investiture of ice,* wall of ice
* These spells appear in Xanathar's Guide to Everything. Investiture of ice also appears in the Elemental Evil Player's Companion.
Questing Beast
The Questing Beast is a kind of hydra or chimera, with a sharp stinging tail and reptilian features. Despite its name, it is not beastly in the slightest. It is incredibly intelligent and wise, so much so that the throne of the high king is dependent on its whim.
When there is to be a new high king in Eldraine, there is no political vying or maneuvering. Instead, the Questing Beast chooses two individuals each generation, a future king and queen, to undertake the challenge of attaining knighthood in all five courts. If they are successful, they are crowned the next high king and high queen.
Questing Beast
Huge Monstrosity, Neutral
- Armor Class 15 (natural armor)
- Hit Points 172 (15d12 + 75)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 14 (+2) 18 (+4) 7 (-2)
- Saving Throws Con +8, Int +5, Wis +7
- Skills Insight +7, Perception +7
- Condition Immunities charmed, frightened
- Senses truesight 60 ft., passive Perception 16
- Languages all
- Challenge 9 (5,000 XP)
- Proficiency Bonus +3
Legendary Resistance (3/day). If the beast fails a saving throw, it can choose to succeed instead.
Discern Lie. The beast discerns when a creature in earshot speaks a lie in a language the beast knows.
Multiheaded. The beast can't be surprised, and it has advantage on saving throws it makes to avoid or end the blinded, deafened, or unconscious condition on itself.
Reactive Heads. The beast can take three reactions that can be used only for opportunity attacks.
Wakeful. While the beast sleeps, at least one of its heads is awake.
Actions
Multiattack. The beast makes three Bite attacks and one Tail attack.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Ranger
Medium Humanoid, Any Alignment
- Armor Class 16 (studded leather)
- Hit Points 75 (10d8 + 30)
- Speed 35 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
- Skills Perception +5, Survival +3
- Senses passive Perception 15
- Languages Common and one other language
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Actions
Multiattack. The archer makes two Shortsword or Longbow attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Favored Foe (2/Day). Immediately after making a damage roll against a creature, the ranger can mark that creature as its foe. When it marks the creature, and the first time the ranger deals damage to that creature on each of its turns, the creature takes an extra 2 (1d4) damage.
Ranger
The Boundary Lands that divide the Realm and Wilds are dangerous. Boundary lands rangers are hunters who brave the Wilds and help citizens of the Realm navigate the shifting and dangerous landscape. They are familiar with the archons of the boundaries (from Monstrous Compendium Vol. 4: Eldraine Creatures) and use their presence to assist them with navigation and spotting danger.
Ratcatcher
After the attacks of Lord Skitter and his piper Totetanz on the city of Edgewall (read more on page 7), ratcatching has become a very popular profession in larger villages throughout the realms. Though the way that a rat becomes a sewer king (from Monstrous Compendium Vol. 4: Eldraine Creatures), is largely unknown to the Realm, so preventative measures are taken to keep the pests under control.
Ratcatcher
Medium Humanoid, Typically Neutral Good
- Armor Class 14 (hide armor)
- Hit Points 7 (2d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 10 (+0) 15 (+2) 9 (-1)
- Skills Perception +4, Survival +4
- Senses passive Perception 14
- Languages Common
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Pest Patrol. The ratcatcher has advantage on Intelligence (Investigation), Wisdom (Perception), and Wisdom (Survival) checks it makes to track and detect ordinary rats and giant rats.
Actions
Dagger. Melee Weapon Attack: +4 to hit (with advantage against a rat or giant rat), reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has the restrained condition. A creature, including the restrained creature, can use its action to make a DC 10 Strength check, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) also ends the effect and destroys the net.
Realm-Cloaked Giant
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 realms or the wilds.
Note for DMs
Most Gargantuan creatures control an area of 20-feet square. When using the realm-cloaked giant for an encounter, consider treating it as a 500-foot area of the terrain. Consider giving it immunity to damage unless the creatures climb into its space. If using a grid or battlemap, consider treating the giant's body as a map, with various features such as buildings, trees, and hazards on it that are activated by the giant's Destructive Movement trait.
Realm-Cloaked Giant
Gargantuan Giant, Typically Neutral
- Armor Class 23 (natural armor)
- Hit Points 410 (20d20 + 200)
- Speed 60 ft.
STR DEX CON INT WIS CHA 30 (+10) 11 (+0) 30 (+10) 8 (-1) 11 (+0) 8 (-1)
- Saving Throws Str +18, Con +18, Wis +8, Cha +7
- Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, frightened, paralyzed, restrained
- Senses darkvision 150 ft., passive Perception 10
- Languages Giant
- Challenge 27 (105,000 XP)
- Proficiency Bonus +8
Climbable. Creatures have advantage on ability checks made to climb the giant.
Destructive Movement. After moving at least 10 feet, the giant deals 100 thunder damage to all structures in its space and in contact with the ground within 120 feet of it. That area becomes difficult terrain. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, and has the prone and restrained conditions. A restrained creature or one within its reach can make a DC 20 Strength (Athletics) check, freeing the trapped creature on a success. On a successful save, the creature takes half as much damage only.
False Appearance. If the giant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the giant move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the giant is animate.
Immutable Form. The giant is immune to any spell or effect that would alter its form.
Legendary Resistance (2/Day). If the giant fails a saving throw, it can choose to succeed instead.
Siege Monster. The giant deals double damage to objects and structures.
Towering Terror. Each creature not in the giant's space that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the creature's next turn. If the creature's saving throw is successful, it is immune to this giant's Towering Terror for the next 24 hours.
Actions
Multiattack. The gaint makes three Slam attacks, then uses Stomp.
Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 64 (10d10 + 10) bludgeoning damage, and the giant can push the target up to 20 feet away from it.
Stomp. The giant stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and have the prone condition. Until the giant uses its Stomp again or moves, the creature also has the restrained condition. A restrained creature or another creature within 5 feet of it can use its action to make a DC 26 Strength check. On a success, the effect ends for the restrained creature and it relocates to an unoccupied space of its choice within 5 feet of the giant.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).Shake Loose. Each creature in the giant's space must make a DC 26 Strength or Dexterity saving throw (the creature's choice), or fall to the nearest unoccupied space within 5 feet of the giant and have the prone condition.
Redcap Ratter
Small Fey, Any Alignment
- Armor Class 14 (natural armor)
- Hit Points 45 (6d6 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 9 (-1)
- Skills Athletics +6, Perception +3
- Senses darkvision 60 ft., passive Perception 13
- Languages Common, Sylvan
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.
Speak with Rats. The redcap can verbally communicate simple concepts to ordinary rats and giant rats.
Actions
Multiattack. The redcap makes three Rusty Blade attacks.
Rusty Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 2 (1d4) poison damage.
Spellcasting. The redcap casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):
At will: beast sense (rats only)
1/day: animal messenger (rats only)Bonus Actions
Call Rats (1/Day). The redcap magically calls a swarm of rats. The swarm appears in an unoccupied space within 30 feet of the redcap that the redcap can see. The rats act as the redcap's allies, obey its spoken commands, and take their turns immediately after the redcap's turn on the same initiative count. The rats remain for 1 hour, until the redcap dies, or until the redcap dismisses them as a bonus action.
Redcap Ratter
The ogres have a spellcasting tradition of the ogre chitterlord (from Monstrous Compendium Vol. 4: Eldraine Creatures); and since ogres and redcaps often team up to assault the villages of the Realm, redcaps have begun to pick up and adapt this tradition for themselves.
Shrouded Shepherd
When the curse of the Wicked Slumber began, the Ardenvale noble girl Neva was among the first to fall asleep. At the command of high king Kenrith, the loremages of Vantress sealed her into a glass coffin to study the curse's effects. Unbeknownst to them, Neva wandered a land of dreams and nightmares, searching for a way home. She would have perished in the land of dreams were it not for the intervention of a mysterious spectral figure.
Shrouded Shepherd
Medium Celestial, Neutral Good
- Armor Class 16 (natural armor)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 15 (+2) 9 (-1) 16 (+3) 11 (+0)
- Saving Throws Str +7, Wis +6
- Skills Insight +6, Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Languages Common
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Cleave Shadows. The shepherd has advantage on melee attack rolls against Aberrations and Undead.
Magic Resistance. The shepherd has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The shepherd makes two Greataxe attacks.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage plus 3 (1d6) radiant damage.
Reactions
Protection. When a creature the shepherd can see makes an attack roll against a creature within 5 feet of the shepherd, the shepherd imposes disadvantage on the attack roll.
Stonecoil Serpent
Huge Construct, Unaligned
- Armor Class 17 (natural armor)
- Hit Points 123 (13d12 + 39)
- Speed 40 ft., burrow 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 1 (-5) 13 (+1) 7 (-2)
- Saving Throws Str +7, Con +6
- Skills Perception +4, Stealth +4
- Senses darkvision 120 ft., passive Perception 14
- Languages —
- Challenge 6 (2,300 XP)
- Proficiency Bonus +3
Siege Monster. The serpent deals double damage to objects and structures.
Actions
Multiattack. The serpent makes one Bite attack and one Constrict or Tail attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 15). While grappled, the target also has the restrained conditioned. The serpent can grapple only one creature this way.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 20 feet away and have the prone condition.
Stonecoil Serpent
A human artificer named Ennor was once exiled from the court of Garenbrig for crimes unknown. After this, he turned to fae magic to fashion the perfect weapon for his revenge; the stonecoil serpent, an enormous stone serpent with incredible speed and durability, and fully under his command. The serpent has attacked Garenbrig several times, and it appears Ennor continues to repair it and send it out for destruction. Many quests have been undertaken to put an end to the menace.
Sweettooth Horrors
Sweettooth is an abandoned village in the Wilds made entirely of candy. Sweettooth witches are known to leave trails of treats for hapless youths to find and be led to the village, which, despite its appetizing appearance, is full of terrible carnvorous candy monsters.
Monstrous Compendium Vol. 4: Eldraine Creatures has stat blocks for a sweettooth horror. This stat block is modeled off the the creature known as a Minstrosity. This section adds three additional stat blocks for various kinds of sweettooth horrors.
Candy Grappler
With the appearance of a candied apple, a candy grappler is a tiny creature with razor sharp teeth and a venomous bite.
Candy Grappler
Tiny Fiend, Typically Neutral Evil
- Armor Class 11
- Hit Points 7 (3d4)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 9 (-1)
- Skills Stealth +3
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
- Languages —
- Challenge 1/8 (25 XP)
- Proficiency Bonus +2
Caramelization. If the grappler takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the grappler must succeed on a DC 11 Wisdom saving throw or have the charmed condition. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Resistance. The grappler has advantage on saving throws against spells and other magical effects.
Spider Climb. The grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) poison damage. If the target is a creature, it must succeed on a DC 10 Dexterity saving throw or grappler attaches to it. While attached, the target has the poisoned condition, and the grappler can't attack another creature.
The grappler can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the grappler.
Sugarmaw
Large Fiend, Typically Neutral Evil
- Armor Class 14 (natural armor)
- Hit Points 114 (12d10 + 48)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2)
- Saving Throws Con +7
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
- Languages —
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Caramelization. If the sugarmaw takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the sugarmaw must succeed on a DC 11 Wisdom saving throw or have the charmed condition. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Resistance. The sugarmaw has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The sugarmaw makes two Gummy Worm attacks and one Bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is grappled by the sugarmaw, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the sugarmaw. A swallowed creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the sugarmaw, and takes 3 (1d6) acid damage at the start of each of the sugarmaw's turns.
The sugarmaw can have only one creature swallowed at a time. If the sugarmaw takes 20 damage or more on a single turn from the swallowed creature, the sugarmaw regurgitates the swallowed creature, which falls in a space within 10 feet of the sugarmaw and has the prone condition. If the sugarmaw dies, it similarly regurgitates the swallowed creature.Gummy Worm. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 13). While grappled, it also has the restrained condition. The sugarmaw can grapple up to four creatures this way.
Sugarmaw
The sugarmaw is a hulking horror of dough, frosting, cherries, and gummy worm tentacles. Its may has rows of razor sharp candied teeth. This creature runs entirely on instinct; the instinct to eat.
Scream Puff
Similar to an ooze in consistency, the scream puff is a large doughy dessert creature of frosting and cream. The viscous, sugary substance that leaks from its skin is incredibly sticky, and not very tasty.
Scream Puff
Large Fiend, Typically Neutral Evil
- Armor Class 11
- Hit Points 82 (11d10 + 22)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 15 (+2)
- Saving Throws Con +4, Wis +1
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 4 (1,100 XP)
- Proficiency Bonus +2
Caramelization. If the puff takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the puff must succeed on a DC 11 Wisdom saving throw or have the charmed condition. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Resistance. The puff has advantage on saving throws against spells and other magical effects.
Sticky. A creature that touches the puff or hits it with a melee attack while within 5 feet of it has the grappled condition.
Actions
Multiattack. The puff makes three Sticky Slam attacks.
Sticky Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) acid damage. If the target is a Medium or smaller creature, the puff can choose to deal no damage; instead, the target has the grappled condition. While grappled, the creature also has the restrained condition. The puff can have up to two creatures grappled this way.
Thorn Mammoth
Huge Plant, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 126 (11d12 + 55)
- Speed 40 ft.
STR DEX CON INT WIS CHA 24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2)
- Senses passive Perception 10
- Languages —
- Challenge 6 (2,300 XP)
- Proficiency Bonus +3
Thornskin. A creature that touches the mammoth or hits it with a melee attack while within 5 feet of it takes 7 (2d6) piercing damage. At the start of its turn, the mammoth deals 7 (2d6) piercing damage to a creature grappling or grappled by it.
Actions
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. If the mammoth moved at least 20 feet straight toward the target before the hit and the target is a Huge or smaller creature, it must succeed on a DC 18 Strength saving throw or have the prone condition.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage and 7 (2d6) piercing damage.
Trunk. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: The target has the grappled condition. While grappled, the target also has the restrained condition. The mammoth can grapple only one creature this way.
Bonus Actions
Trample. The mammoth makes a Stomp attack against a creature with the prone condition.
Thorn Mammoth
The thorn mammoth is a defender of the forest. It will come to the aid and defense of all wilds things, big or small. Some believe it is the will of the Great Henge made manifest, while others think it is nothing more than a magical oddity. In either case, it stands as a reminder that the wilds are not to be taken lightly.
Troll King
Trolls are commonly found hiding beneath bridges in the Realm or the Tanglespan, waiting for unsuspecting travelers to walk by so the troll can have an easy meal. Trolls are too dim-witted to have their own nations or kingdoms; the "troll king" is an epithet given by intelligent creatures to a particularly nasty or terrible troll.
Troll King
Large Giant, Typically Chaotic Evil
- Armor Class 15 (natural armor)
- Hit Points 94 (9d10 + 45)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
- Skills Perception +2, Stealth +4
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 12
- Languages Giant
- Challenge 7 (2,900 XP)
- Proficiency Bonus +3
Regeneration. The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Multiattack. The troll makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. If the target is a creature, it has the poisoned condition until the start of the troll's next turn. If damage from this attack reduces the target to 0 hit points, the troll immediately recharges its Belch.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
Belch (Recharge 6). The troll casts stinking cloud centered on itself.
The Whispering Witch
Many wonder at how the Phyrexian Invasion was able to so quickly overrun the forces of Eldraine. Rumors
persist that before the invasion, a witch from another world appeared to gather knowledge of the plane's inner workings.
That witch has since disappeared...or so the legends say.
The Whispering Witch
Medium Monstrosity (Phyrexian), Neutral Evil
- Armor Class 17 (natural armor)
- Hit Points 247 (33d8 + 99)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 17 (+3) 21 (+5) 22 (+6)
- Saving Throws Con +9, Wis +11, Cha +12
- Skills Insight +11, Perception +11, Stealth +10
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, frightened, poisoned
- Senses darkvision 120 ft., passive Perception 21
- Languages Common, Phyrexian
- Challenge 20 (25,000 XP)
- Proficiency Bonus +6
Legendary Resistance (3/day). If Sheoldred fails a saving throw, she can choose to succeed instead.
Actions
Multiattack. Sheoldred makes two Claw attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, plus 14 (4d6) necrotic damage.
Whispers (Recharge 6). Each creature within 30 feet of Sheoldred must make a DC 19 Wisdom saving throw. On a failed save, a creature takes 39 (6d12) psychic damage and is afflicted with short-term madness (determined randomly or by the DM; see "Madness" in chapter 8 of the Dungeon Master's Guide). On a successful save, a creature takes half as much damage only.
Spellcasting. Sheoldred casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):
At will: dissonant whispers, speak with dead
2/day each: animate dead, blight, circle of death
1/day each: bestow curse (9th-level version), finger of deathLegendary Actions
Sheoldred can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Sheoldred regains spent legendary actions at the start of her turn.
- Claw. Sheoldred makes one Claw attack.
- Cast a Spell (Costs 2 Actions). Sheoldred uses Spellcasting.
Adventures
Eldraine is a world where classic fairy tales and fables come to life, often with a twist! In a future update to this guide, expect to find a number of these stories brought to life as D&D adventures for your next campaign!
Dungeon Masters Only
If you aren't the dungeon master for your Eldraine campaign or adventure, stop reading! This section will contain highly sensitive information about your adventure; don't spoil the fun!
Sleeping Beauty
The Wicked Slumber has ended, but Obyra, a high fae princess, is still trapped. She sleepwalks while wielding her sword, looking for people to duel! Obyra's attendants seek out the party for their help in waking her up.
Jack and the Beanstalk
Troyan, a visitor from another plane, has made a name for himself climbing the everstalks that lead to the kingdom of storms, where he can steal things from the cloud and storm giants. The party joins him on one of these dangerous excursions to explore a castle in the sky and steal some treasure.
The Pied Piper
In the sewers of Garenbrig, a new sewer king rises to power after feasting on fiendish blood. The party is hired by the city to find the source of a new rat plague before it overruns the city.
Beauty and the Beast
The elves of Redtooth Keep are cursed to become werefoxes each night. They enlist the party's help in finding the Wild Rose, a mystical rose that blooms in moonlight, guarded by the archons of the boundary.
The Sorcerer's Apprentice
Gadwick the Wisened, archmage of Vantress, owns a mysterious tower full of elementals and living objects. Gadwick's apprentice Johann has accidentally destroyed the tower and needs the party's help to reclaim it and cast a repairing spell.
Hansel and Gretel
Sweettooth is an abandoned village deep in the wilds made entirely of candy; and full of carnivorous candy horrors. A young woman named Greta has made it her mission to lead excursions into the village to slay candy beasts and witches, and to free hapless children who wander into the village looking for treats.
These Fairy Tales Fight Back
Huge thank you to all of my supporters and my personal play group, and to James Wyatt for his work on the original Plane Shift supplements.
This supplement is 100% free fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you'd like to help support more Magic: the Gathering planes homebrewed into D&D, consider supporting me on Patreon, or buying me a coffee.
For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide