Planeshifted Guide to Alara

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A Planeshifted Guide to
Explore the diverse lands of Magic: the Gathering's five Shards of Alara in this setting guide for Dungeons and Dragons 5th Edition

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Artist Credits:
Aleksi Briclot, Anthony Francisco, Billy Christian, Brad Rigney, Bruce Brenneise, Chippy, Cyril Van Der Haegen, Daarken, Dan Dos Santos, Dan Scott, Dave Kendall, Donato Giancola, Howard Lyons, Igor Kieryluk, Irina Nordsol, Izzy, Jakub Kasper, James Paick, Jason Chan, Jesper Ejsing, Jim Murray, Justin Sweet, Karl Kopinski, Kev Walker, Kevin Sidharta, Lars Grant-West, Matt Stewart, Mark Zug, Martina Fačková, Michael Komarck, Nils Hamm, Paolo Parente, Paul Bonner, Pete Venters, RK Post Ralph Horsley, Rudy Siswanto, Thomas M. Baxa, Victor Adame Minguez, Volkan Baǵa, Warren Mahy, Zoltan Boros & Gabor Szikszai


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  • Other Planeshifted Guides:
  • Eldraine, inspired by fairy tales and legends
  • New Capenna, inspired by 1920s noir and mobster films
  • Kamigawa, 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
  • Ravnica, a metropolis plane of warring guild
  • Amonkhet, inspired by ancient Egypt
  • Ixalan, inspired by pirates and mesoamerica
  • Innistrad, inspired by gothic horror
  • Lorwyn-Shadowmoor, inspired by celtic mythology
Changelog
  • Version 1.2
    • Rebalanced Human race
    • Grammar / spelling fixes
  • Version 1.1
    • Public Release
  • Version 1.0
    • Patreon Release

A Planeshifted Guide to Alara Reborn 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.

Howard Lyons

Welcome to Alara

Alara is a plane from the multiverse of Magic: the Gathering. It is a plane that was once shattered into five distinct worlds who have now now reunited. During their time apart, each land has attained a unique identity determined by its magic and environment. Alara is a world that explores themes of unity, war, and purpose.

About Magic: the Gathering

Magic: the Gathering is a collectible trading card from the creators of Dungeons & Dragons, Wizards of the Coast. Players play by casting spells and summoning creatures to fight their opponents. Each set of cards represents magic and creatures from a particular plane of existence in the Magic multiverse.

About this Book

This book is an in-depth guide to using Magic: the Gathering's plane of Alara as a setting for a Dungeons & Dragons 5th edition campaign. It guides players and the Dungeon Master through the process of creating characters and adventures set in this world, and is divided into the following sections.

Chapter 1 provides an overview of the five shards of Alara, their history, and what life is like for each of their inhabitants.

Chapter 2 details how to create Alara characters. It offers race options, background options, and suggestions for tying class options into the cultures of Alara.

Chapter 3 includes magic items and other treasures for an Ixalan campaign.

Chapter 4 includes new spells available to Alaran spellcasting characters.

Chapter 5 presents new monsters and NPCs drawn from the worlds of Alara to add challenges to your campaign.

James Paick

Shards of Alara

The plane of Alara was once a single, immense plane, rich in mana and natural resources. It featured kingdoms, regions, and civilizations unlike the five shard-cultures that would later inhabit it. Ancient Alarans built enormous artifacts called obelisks across the plane which focused the five colors of mana. The obelisks tamed Alara's wild mana into easily manageable sources for rituals, summonings, and other spellcraft. With such powerful and reliable mana, Alara, in its early days, was one of the Multiverse’s most accommodating environments for spellcasters.

The Sundering

Millenia ago, an unknown Planeswalker plundered Alara for its mana. The drain on the plane's mana shattered something deep in its metaphysical structure, causing it to undergo a radical planar refraction. The plane broke into shards along mana lines, diffusing into its component parts like light refracted in a prism - and shattering Alara's civilizations and ecologies along with it.

The shards that resulted from Alara’s refraction drifted away from each other in the Blind Eternities, the space between planes. They were planes unto themselves, but not complete — each was cut off from two different colors of mana. This mana imbalance dramatically altered life on each world. Environments warped to match the changed mana landscape, and life changed with it.

The Conflux

Nearly a decade ago, a dragon planeswalker from the plane of Dominaria known as Nicol Bolas sought to use the energy of unified Alara to restore his own power. Using agents across the plane to foment chaos and destroy the obelisks that stabilized the shards, he accelerated the process until the shards merged in an event known as the Conflux.

The shards reunited, a jagged fusion of now poorly-fitting pieces. As the Conflux progressed, it became not the same Alara that had once been, but a new world, a patchwork plane composed of five distinct microverses—Alara, but reborn. As the barriers between worlds dissolved and lands overlapped in chaotic incursion zones, the denizens of the five shards ventured forth, meeting their long-lost fellow Alarans for the first time. Prejudice gripped these races that were once allies, made strangers by history and fate. At the point where the five Shards met, a chaotic storm of mana came into existence: the Maelstrom.

Life on Alara

Since the conflux, the once disparate species of Alara now experience a mingling of cultures and lifestyles. Some retain their prejudices and xenophobia, while other individuals seek to travel, learn, or trade with their new neighbors.

Currency

Bartering for goods is the preferred method of trade on Alara, but many traders will also accept the gold, silver, and copper coins minted by Blessed caste of Bant.

Languages

Each race of Alara preserves an ancestral tongue, many of which are widely spoken on that race's shard of origin. Thankfully, humans are a race present in all five shards, allowing their language to be used as a common tongue for traders and explorers after the Conflux.

Alaran Languages
Language Typical Users
Abyssal Demons, Devils
Auran Aven, Kathari
Celestial Angels, Blessed
Common Humans
Draconic Viashino
Elvish Elves
Giant Incurables
Goblin Goblins
Nacatl Nacatl
Rhox Rhox
Sphinx Sphinxes
Vampire Vampires
Vedalken Vedalken

A few secret or exotic languages are used on Alara as well. Druidic exists and allows a secret communication among disparate shamans of Jund and Naya. Thieves' cant is used by the Unbeholden caste of Bant and the inhabitants of Esper's Tidehollow slums.

Michael Komarck

Bant

Bant is a place of rolling plains, towering castles, fortified towns, and the endless quest for honor. The nations of Jhess and Valeron control the coastal regions, while the inland savannahs are divided between the three nations of Akrasa, Eos, and Topa. Bant is a haven of order, honor, and community. Traditions have thrived, and are protected by innumerable knightly orders, warrior angels, and a caste system designed to support the good of the many over the good of the few.

The Caste System

Every nation in Bant recognizes the same castes. Caste is set at birth, and breaking caste roles is rare. Pretending to take a higher caste is punishable by imprisonment; the only way to truly attain a higher caste is through gaining Sigils, the magic-infused medallions that symbolize allegiance and honor.

Blessed

The Blessed are the nobles of Bant, who lead nations, live in accordance with the highest ideals, and are allowed to interact with angels. Many believe that Blessed become angels as long as they don't fall into decadence or lawlessness.

Sighted

The Sighted are a clerical caste of monks and acolytes. They bow to no one, but must obey the nobles of the Blessed caste. They give spiritual guidance and direct prayers, though they do not have any direct contact with angels.

Sigiled

Through noble or courageous deeds, inhabitants of Bant can earn favor from patrons. Patrons can be high-ranking nobles, knights, or angels who bestow Sigils, magic-infused medallions that empower the wearer and increase their rank in society. Members of this caste are ranked by the number of sigils they bear.

Mortar

The Mortar caste constitutes most citizens of the nations of Bant, who follow the orders of the higher castes as they live their lives day to day. Mortar are considered to be the keepers of common sense, a counterpoint to the spiritual abstraction of the Sighted and the strict code of the Sigiled.

Unbeholden

This caste consists of bandits and thieves, those who are convicted of thievery without a letter of marque (which a nation might issue to privateers during wartime). The Unbeholden are often victims of circumstance or rebels who reject the caste system. Many families have one member who is part of the Unbeholden. Often their exploits are chronicled in fables meant to illustrate the importance of virtue and hard work and the consequences of the lack of discipline that can lead to life as an Unbeholden.

Volkan Baga

The Nations of Bant

Jhess and Valeron are coastal nations, and some traditionalists claim their seafaring cultures are too lax when it comes to caste. By contrast, the nations of Akrasa, Eos, and Topa strictly adhere to the rules of warfare and honor.

Jhess

The island nation of Jhess runs the eastern coast of Bant. Jhessians are famous navigators and have the finest navy in Bant. Jhess is under constant siege from Valeron on the mainland. Jhess’s sleek ships and highly skilled marines dominate the sea and beaches, but Valeron’s hearty cavalry rule the inland battlefields.

Jhess is seen by many in Bant as hedonistic. Jhess has the largest number of Unbeholden, the lowest-ranking caste composed of thieves and rogues. Jhessians' upward and downward mobility among the castes is considered shockingly radical by the more traditional mores of the Inner Three.

Valeron

Valeron stretches along the southern coast of Bant, north of Upper Vectis in Esper. Valeron is a land of vast rolling plains dotted with copses of trees. Valeronians are renowned for their beauty, the quality of their horses and expertise of their cavalry. The royal family of Valeron is an aven bloodline, and they are well-respected.

Akrasa

Akrasa, also called "The Sea of Grass", is one of the Inner Three nations of Bant, a land of fertile plains all put to agriculture. Several knightly orders are based in Akrasa, and its own armies are quite large. Akrasa has the largest number of ancient towers and castles of any kingdom and the largest Blessed caste in Bant.

Akrasan knights ride leotau and are mostly Mortars who believe their martial experience gives them a higher status than other Mortars. Every year Akrasa holds a tournament in which knights from all Bant compete for an Akrasan sigil and the kiss of an angel.

Eos

Eos is nominally Valeron's ally, due more to their disputes with Topa than any particular affinity for the Valeronians. The rulers of Eos possess ancient documents that they feel give them claim to several ancient watering holes in Topa, a claim that Topa steadfastly denies. Eos is home of the Olive Branch, a knightly order that seeks to broker peace and smooth the relations between all the nations of Bant. However, all attempts by the knights of the Olive Branch to mediate the dispute between Eos and Topa have failed.

Topa

The open savannah of Topa is spotted with towns that surround the precious watering holes and great cloister forts built near important religious locations. Topa is famous for its caravans, huge trains that carry goods, travelers, and entertainers from watering hole to watering hole.

Topans are master merchants, and compared to other nations they have a particularly large Mortar population, filled with scribes and accountants, merchants and traders. The small Blessed caste that rules Topa looks to both successful Mortars and visionary Sighted for guidance, and both castes have high-level representatives on government advisory councils. Monks from Topa wander all of Bant, encouraging the Unbeholden to find their place in society through honorable combat.

Bruce Brenneise

Esper

Esper is a place where purpose and control have triumphed over savagery and chaos. Towering clouds sliced along wizard-defined grid lines float over vast oceans, slate-colored islands, and deserts of glass. Under the foresight of Esper's ruling sphinxes, the plane has transformed from wilderness to a tightly-controlled magocracy. Human and vedalken mages control almost every aspect of life here, from the tides and winds to its inhabitants.

Travelers to Esper should expect a spectacle of sophisticated beauty, not only the plane but also its denizens have been meticulously designed according to a grand plan. Everything here is observed and controlled. The forces of high magic rule supreme.

Etherium

Etherium, also known as filigree, is a magical aether-infused metal alloy found on Esper. The inhabitants use it to improve their skills and life spans. According to myth, etherium was created by the sphinx Crucius, and since then almost all of Esper's inhabitants have etherium fused with their anatomy. The body's functions are kept up through a series of complex enchantments. Many inhabitants of Esper believe that life and physical form is incomplete without some connection to the Aether via etherium fusing.

Esper Geography

The environment of Esper lies to the south of Bant across the Sea of the Unknown, and includes islands, various underground waterways, and a great desert where the sand is finely broken-down glass.

Vectis

Vectis is Esper’s largest island city, an island off the southern coast of Valeron in Bant. It is built around central, soaring spires of etherium, and consists of an upper and lower city.

Palandius

Palandius largest vedalken city, and considered a work of art by most vedalken. Palandius's dramatic architecture works with the natural terrain to create a dramatic, organic cityscape. It overlooks the Sea of Unknowing and is a major port for human-vedalken trade.

Anthony Francisco

Tidehollow

A subterranean system of caverns, half-filled with darkened seawater, extends under Esper's largest islands. The seas' tides have worn the rock into a sort of honeycomb, and the caverns continue for miles insland. The pristine magocracy of Esper lives symbiotically with this sinister underworld of slums and shadows.

Cesspools

Esper's cities and settlements are nothing if not clean. Waste material of all kinds is shipped to the Cesspools, deep pits where monstrous creatures swim through the ashen mulch and "process" the refuse. The Cesspools have given rise to their ghoulish ecosystem that Esper's civilized world does its best to avoid.

Sanctum Arcanum

The Sanctum Arcanum is a glass-and-steel vedalken temple fortress in the clouds. The atmosphere above it is enchanted so that it's never overcast, and a shaft of light cuts through a permanent hole in Esper's clouds, forever illuminating the temple. It houses the Codex Etherium, and sages and scholars from across Esper travel to the Sanctum to behold them. Many small academies have cropped up around the sanctum dedicated to studying these sacred texts.

Visitarium

The Visitarium complex has a multitude of "visitation bays" in which humans can host other creatures for various transactions, whether they're for business, educational, or secretive purposes. There are large, central bays in which Esper's sphinxes land to discuss matters with the humans they deem worthy of their communication.

Glass Dunes

Esper’s largest contiguous landscape is a large, glittering, white "sand" desert known as the Glass Dunes. Though normally calm, windstorms here can kick up the glass-dust and permanently blind those whose eyes aren't protected. Beneath the dunes, glacierlike masses of glass slowly accumulate through pressure and time.

Cliffs of Ot

These wind-carved cliffs hang improbably throughout the Sea of Unknowing. Travelers are encouraged to listen to the whispers and wails in the sea spray; some Esperites believe the sounds are the voices of the dead. Vedalken, however, believes the cliffs are a place of mysticism, and that meditating on their heights will yield arcane insights.

Nils Hamm

Grixis

Grixis is a hellscape of decay and madness. The undead, mad necromancers, and demons feed on the remaining scraps of life, exploiting the meek and enslaving the willing to realize their dark fantasies of power. Meanwhile, the free-willed living eke out survival under the land's cruel conditions.

Vis

The still-living beings on Grixis are called Vitals, and the life-force of those beings is called Vis. Vis suffuses a living creature's tissues and bodily fluids but is not itself a physical material. Vis empowers Demons and fuels all of the magic on Grixis. Vis can be consumed directly from a living host via magical means but is usually gathered through the blood or thoughts of the living. Necromancers actively hunt down Human and Ogre encampments to take slaves to obtain this Vis through arcane rituals. Despite its intangibility, vis is the most important resource on Grixis.

A vital whose vis has been drained is still physiologically alive, though they have an ashen, gaunt appearance and greatly diminished mental function. Called Damned, these drained individuals oftentimes are indistinguishable from the living, but are completely controlled by their demon masters—making them dangerous spies. Hermitages of the living on Grixis have entrance tests for the Damned with rigorous questioning and magical detection.

Grixis Geography

Grixis’s skies are purple-gray, stormy, and ominous. Its hills are drifts of bones, its valleys are decaying flesh, and its seas are murky, polluted deathtraps. Its cities are lairs of undead hordes and necromancer barons, and every parcel of land between them is a battlefield for their constant power struggles. Because of ancient enchantments, decay is slowed to a crawl on the plane, allowing the landscape to fester for centuries.

Dregscape

Grixis features a vast swamp where degeneration is slowed to a crawl known as the Dregscape, made up of the remains of various large corpses, eroded earth, and the stench of death. The carcasses of centuries-old beasts and people linger here, slowly becoming a thick ichor. The Dregscape is the main feeding ground for the kathari, a race of scavenging vulture-people who occupy the islands out to sea. The mutated ogres known as incurables (see chapter 5) dwell high in the mountains.

Nils Hamm

Boneheaps

Once the kathari are done gnawing on a corpse, they fly the skeletons piece by piece to enormous hills of bones known as boneheaps. There, rats and other vermin clean the rest of the meat from the bones, leaving only clean, dry, clattering remains. The kathari can then use the pieces to construct animated skeletons, jewelry and armor, and bone golems. Boneheaps can be good sources of mana, and are often scoured for valuables by the minions of necromancers and liches.

Torchlight

The few living humans take shelter in small, hidden brick cities known as hermitages. The largest of these hermitages is known as Torchlight, a mountain fortress well-defended with sword and sorcery. It is constantly under siege by flesh-hungry undead and tempted by the promises of demons. To guard against the Damned and minions of necromancers, travelers are scrutinized with entrance tests and magical screening before being allowed to enter the city.

Necropolises

If there is any true civilization on Grixis, it's in the necropolises, cities of the undead. Most necropolises are ruled by liches or demon lords, but others are run by living necromancers. Rulers of necropolises, called barons, constantly war with one another, trying to expand their boundaries and hoards of resources. Some necropolises are built over enormous, labyrinthine systems of caverns that serve as dungeons for the living and storage for the dead. Kederekt is a necropolis of undead-afflicted, half-sunken manor houses near a greasy, acidic sea. Unx is a necropolis most well known for the massive dragon skeleton that circles the city. Unx was once a grand stadium, but its floor has become a huge sinkhole that leads far down to the magma below. Vampires meet here annually to discuss the future of their people.

Droning Iles

The Droning Isles of Grixis contain crumbling towers of ashen crust that are the massive hives of the banewasps (see chapter 5). Banewasps construct their hives in the middle of murky, shallow seas, which help protect their developing larvae from predators such as kathari and plague bats. The constant buzzing of these larva warehouses gives the Droning Isles their name.

Aleksi Briclot

Jund

Jund is a landscape of rocky volcanoes, primal jungles, and treacherous tar pits. Jund is a primeval world teeming with poisonous plants and dangerous wildlife. While Jund is home to humans, viashino, and goblins, it's the dragons who are the undisputed tyrants of the land.

Life on Jund is a never-ending struggle of survival of the fittest. Because of the undisputed supremacy of dragons, a geographical hierarchy has emerged among humanoids. The smallest in stature, goblins occupy the high ground, making them easy prey for the dragons. Below them in the scrubby jungles at the base of mountains are the human tribes, while the viashino live in the jungle depths, safe from dragon predation.

Sangrite

Sangrite forms as reddish crystalline spikes in volcanoes or deep caverns. These distinctive formations of energy are one of the great mysteries of Jund and have attracted many travelers who hope to harness their power. Some believe that when a creature dies on Jund, its life-force disperses into the air and settles as sangrite in volcanoes and caves, while others believe that is the crystallized form of dragon breath.

Jund Geography

Jund is composed of active volcanoes, sharp mountain ledges, and lush jungles. It has a pungent sulfuric atmosphere. The hot climate, bubbling tar-baths, and volcanic activity combine with the reptilian populace to create a sense of a primeval world. The land has deep-cut valleys in it that resemble huge claw marks if seen from above. These deep gashes in the land are where the jungles and swamps are found.

The Rip

The rip is a deepest of the valleys, plunging nearly two miles from the scarred hilltops to the swampy depths, and is home to a number of viashino thrashes.

Cicatrice

Cicatrice is a region of especially rugged land, knuckled and twisted between two great rift valleys. Called scar-lands by the tribes that live in this extreme terrain, the Cicatrice is home to Jund's most powerful dragons.

The Bloodhall

The Bloodhall is a huge, sangrite-rich cavern in the scar-lands above the rift valleys. The cave is sacred to Jund's human warrior-clans — but in territory unclaimed by any tribe — and frequented by hungry slimes and oozes. It is here that Jund's human gather for the life hunt; spurred on by a shaman's vision every eight years, the tribes gather to hunt and kill a dragon.

Zoltan Boros &
Gabor Szikszai

Naya

In the jungles of Naya, natural wonders of astounding beauty are veiled by lush forests and secreted between mountain steppes. In this lush land, life is celebrated and nature is revered. Naya boasts an abundance of resources and the most varied forms of life of all the shards. Growth is even accelerated by the warm, wet climate, and some of Naya's animals have reached an awesome scale. Naya is a glorious tropical jungle peopled by nacatl, elves, and humans—and rumors persist of minotaur in its caves and mountains.

Naya Geography

In the lower elevations, the jungle is the undisputed king. With heavy, intermittent rainfall as the lifeblood of the jungle, the rampant vegetation is in a constant race, always clawing upwards in the competition for sunshine. The canopy of leaves is laced together by massive lianas — thick, woody vines that connect the trees and can grow up to five feet in diameter. A permanent, pale mist known as the Whitecover hangs over the rainforest, punctured by ranges of steeply sloped mountains.

Whatever lives on the jungle floor must survive on what falls from or through the canopy. When a tree falls it creates an opening in the canopy, and thousands of seeds fight for the chance to grow in the rare shaft of sunlight. The jungle is constantly trying to outgrow itself: whatever can get the highest has the best chance of survival.

Sacellum

The Sacellum is the temple of the Anima, high priest of the elves, and spiritual center of Naya's elf culture. With walls of roots, vines, flowers, and leaves, the Sacellum is a cavernous room with holes cut in the canopy and draped with colored silks.

Empire of Clouds

At one time, the nacatl were the most civilized race in Naya and the undisputed rulers of the plane. In its heyday, the nacatl's Empire of the Clouds had an extensive system of roads, bridges, and aqueducts. But internal strife destroyed the empire, and now their empire lies as overgrown ruins. The Cloud Nacatl still have a few strongholds left in the mountains, such as the city of Qasal. In these cities, they still retain allegiance to the Coil, a complicated system of laws that were once recorded on a massive stone wall.

Cities

Some humans of Naya are nomadic tribes called drumhunters, while others build small cities on the jungle floor, and these cities provide luxury and relaxation for the drumhunters. Nayan cities often include farms for livestock and crops, as well as open arenas for the grappling sport of Matca.

Summoning Root

Drumhunters are so named for their habit of using the distinctive sound of tree's roots to navigate and hunt. The Summoning Root is the base of the largest tree in the lowlands, which covers several acres and has the loudest and most distinctive sound of all. When there is an emergency, humans summon all groups to that spot by drumming on the root in a specific rhythm. The emergency summons is so loud that the vibrations can be felt on the streets of Qasal in the mountains.

Billy Christian

Character Creation

The Player's Handbook describes a step-by-step process of character creation. When you create a character from Alara, you'll go through the same steps, using the new Race options presented in this chapter. This chapter also includes suggestions for tying your class and background into your backstory in the world of Alara.

Creating a character begins with imagining the person you want to play. The five shards of Alara provide a way to jump-start your imagination and steer you toward certain character archetypes that can guide the rest of the decisions you make for your character.

Races

At 1st level, you choose your character's race. This section presents the for this setting, and provides information to help you understand your character's place in the world.

When you create a character for a campaign or adventure set on the plane of Alara, you choose from one of the race options presented here, and follow these additional rules during character creation.

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.

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 Alara that a character might speak are listed in chapter 1.

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. Most player characters are of the Humanoid type. A race in this section tells you what your creature type is.

Creature types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

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. A race in this section tells you if it has an atypical life span.

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, and choose the row in the table that best represents the build you imagine for your character.

Mark Zug

Aven

Aven appear as avian humanoids covered in feathers. They have humanoid arms and legs but possess large feathered wings on their backs. Alaran aven take on characteristics of many bird species, including eagles, falcons, and owls.

A proud race of warriors and mages, the avens' homeland is a swath of rocky highland jutting out of the Bant savannah on land claimed by the nation of Akrasa. Though they follow the caste system of Bant, many aven avoid entanglement in human affairs.

The royal family of Valeron in Bant consists of falcon-like aven, while owl-like aven are found among the wizards in the towers of Akrasa.

Aven Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

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.

Talons. You have sharp talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Feathered Ancestry. You gain an additional benefit based on one of the following options (choose when you select this race):


  • Powerful Feathers. You can cast the thunderwave spell with this trait. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 1st level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast gust of wind with this trait (choose when you select this benefit).
  • Silent Feathers. You have proficiency in the Stealth skill.
Jim Murray

Elf

Called Canopy Elves by Naya's humans and Vinewalkers by its nacatl, Alara's elves refer to themselves as the "Descendants of Cylia" or Cylian Elves, after their first high priest Cylia. Their appearance is similar to their counterparts on other planes; humanoids with pointed ears and a wide range of human-like skin tones.

The elves live in brightly colored silk tents and congregate around dewcups; pools of water that gather in the canopy's giant ferns. Except for the Anima and her court, the elves are constantly on the move through the jungle in loosely organized groups. There's an elven saying about leaving their handprint in the air; it's the idea that by living somewhere for a time, they then claim fleeting ownership over that area of the canopy. If one group runs into another, everyone sits inside the silk tents, has a glass of lotus drink, and talks for a long time.

Elf Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 35 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.

Cylian Magic Sense. You can cast the detect magic spell with this trait. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 1st level or higher.

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.

Mark Zug

Goblin

Alara's goblins are bestial in appearance with rodent-like features. They have small red eyes, elongated muzzles with powerful incisors, digitigrade feet, and short tails; and they are covered in short brown hair. They are small, barbaric creatures that lack the whimsical side of most other goblins.

Most goblins are spindly in build, but stronger than they appear and very fast. They can wriggle into tight spaces—the word for squirming into a tight crack, the goblin's preferred escape method, is the somewhat poetic phrase plikintok agat, or "wearing the garment of rock."

Jund's goblins live in cairnlike "shelter stones" that are heaped up to keep off the worst predator attacks. Scavengers who pick the bones of old kills, goblins eat insects and worms and gather the roots and tough fruit of the sparse vegetation that grows on mountainsides and plateaus.

Goblin Traits

You have the following racial traits.

Creature Type. You are a Humanoid. 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 35 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.

Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Plikintok Agat. Without squeezing, you can move through and stop in a space large enough for a creature one size smaller than you. When you reach 5th level, you can cast the meld into stone spell with this trait. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 3rd level or higher.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Howard Lyon

Homunculus

A homunculus is a magically created, living creature created by the alchemical masters of Esper. Homunculi are sentient and self-willed, but typically incapable of defying the demands of their creators. They vageuly resemble small, "toy" versions of vedalken, and are used for a myriad of purposes, but most often as clerks, scribes, and couriers, and as decorative additions to mages' personal retinues. Though the lives of homunculi aren't considered intrinsically valuable, they are kept well protected due to the labor and expense of their creation.

Homonculus Traits

You have the following racial traits.

Creature Type. You are a Construct.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Constructed Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the paralyzed or poisoned condition on yourself. You don't need to eat, drink, or breathe.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

True Life. If the mending spell is cast on you, you can expend 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).

In addition, your creator designed you to benefit from common spells that preserve life but that normally don't affect Constructs: cure wounds, healing word, and spare the dying.

Mark Zug

Human

Humans are found throughout all five shards of Alara, with the people of each shard having their own culture. Regardless of their shard of origin, humans are physically similar to their counterparts on other planes and display a wide diversity of skin tones and features.

Bant humans are the originators of the caste system of Bant. Uniquely, Bant humans are taught the weapon-based martial art of Halcou from an early age; its name derived from an alabaster bird with legendary grace and speed.

Esper humans are most likely to have etherium-based body modifications and prosthetics, as the vedalken display. Human culture on Esper places a high value on magical prowess; those who lack the proficiency of mages often volunteer to become telemins or "mage dolls," willing puppets for a mage's mind magic that display works of art, such as dance and song, while under the control of the mage.

Grixis humans are typically more pale and gaunt than their counterparts on other shards, and their culture is driven by isolationism and survival in the harsh environs of Grixis. They place a high value on fighting against the undead.

Jund humans are culturally organized into clans that, while technologically inferior, display superior survivability in Jund's jungles and swamps. They are typically leaner than their counterparts on other shards and often display reptillian features as a result of Jund's mana, including forked tongues and scales.

Naya humans are renowned for their physical beauty. Some retain a nomadic, tribal culture and are known as Drumhunters, using the sound of tree roots to navigate and hunt. Other Nayan humans organize around agricultural cities on the jungle floor.

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 Resourcefulness. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this trait, you can't do so again until you finish a long rest.

Skillful. You gain proficiency in one skill of your choice.

Shard Ancestry. Your ancestry lies in one of the five shards, granting you special talents. Choose one shard from the Shard Ancestry table, which determines the feat you are granted (see the Player's Handbook for rules on feats).

Shard Feat
Bant Martial Adept
Esper Magic Initiate
Grixis Tough
Jund Mobile
Naya Skilled
Dave Kendall

Kathari

The Kathari are a race of scavenging vulture-people native to Grixis. Black-winged scavengers with a bald vulture's head and humanoid arms and legs, they circle the skies in search of sites of death, and thus food. Kathari nest in aeries in the mountains of Grixis' Dregscape, perched high to avoid marauding undead.

Their religion, called Skive, states that only those dead whose skeleton has been completely cleansed from flesh have a chance to enter the afterlife. As such, most Kathari treat their scavenging lifestyle as a holy calling.

Kathari Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered an aven for any prerequisite or effect that requires you to be an aven.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Beak. You have a sharp beak that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

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.

Kathari Resillience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself, and you have resistance to poison damage.

Scavenger. As an action, you can feast on the corpse of a creature you can touch that isn't a Construct or Undead, gaining temporary hit points equal to your proficiency bonus. Once you use this trait to feast on a creature's corpse, the corpse is destroyed and the creature can be restored to life only by means of a true resurrection or a wish spell.

Jakub Kasper

Nacatl

The mountains of Naya are home to the Nacatl, a race of leonine humanoids. Like lions, male have manes, but the coats of nacatl range from mottled-jaguar to silver-gray to totally black. The nacatl used to dominate Naya, with their Empire of the Clouds operating an extensive system of roads, bridges, and aqueducts across the plane — all constructed out of rocks and timbers so finely cut that mortar was unnecessary. Today, the Empire of the Clouds has fallen into ruin.

The Nacatl social unit is the pride. Among the Cloud Nacatl, prides are longstanding and complex familial structures with great histories and bloodlines. The Wild Nacatl, however, have prides that are looser and more changeable. Each pride has a leader, though individuals within the pride generally have the freedom to do as they wish. Leadership and status are determined through ferocity and survival rather than blood ties.

While stonework is used in the construction of roads and large buildings, the Cloud Nacatl prefer to live in drays: small, stone-hewn dens built around tree trunks and in cliff faces. The Nacatl like baskets and reed weaving, decorate their drays with remnants of their warrior past, like old shields, weapons, and exquisite tusk carvings. Celebration and wealth are highly prized.

Most Nacatl have returned to wandering the cloud jungles and grow more feral with each generation, and are known as the Wild Nacatl. Many nomadic Wild Nacatl tribes camp in the ruins of their former civilization. Because of fewer resources in the high jungles, the Wild Nacatl Nacatl have begun wandering into the lower elevations, where they fight both elves and humans over territory.

Nacatl Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Agility. You can take the Dash action as a bonus action. 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.

Cat's Grace. You don't take fall damage from falling 20 feet or less as long as you aren't incapacitated.

Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Climb. Because of your claws, you have a climbing speed equal to your walking speed.

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.

Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Dan Dos Santos

Rhox

Rhoxes are humanoids with rhinoceros-like characteristics, including tough skin and a single facial horn. Warrior-monks and ascetics, the rhoxes have a solitary nature combined with an innate dedication to spiritual contemplation. They have a reputation for physical prowess and an impatience for those who disagree with them. Those rhoxes that don't turn to spiritual retreat usually become muscle in groups of Unbeholden, the lawless caste that have turned against the rules of Bant society.

Rhox Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your Horn.

Horn. You have a horn that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Armor. You have thick, leathery skin. 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.

Rhox Talents. You have proficiency in the Athletics and Religion skills.

Irina Nordsol

Sphinx

Esper is home to a handful of great sphinxes, whose wisdom, magical prowess, and mastery over etherium makes them the rulers of the plane. Sphinxes prefer to remain a mystery to the humanoids, making their homes on distant, remote islands shrouded from view by magic. Their visits with humanoids are reasonably frequent, but sphinxes do not form lasting relationships. All sphinxes are vastly knowledgable and insightful, but beyond that their characters vary widely, from cold and calculating to honorable and beneficient.

Sphinx Traits

You have the following racial traits.

Creature Type. You are a Monstrosity.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Inscrutability. You have proficiency in the Deception skill, and you have advantage on saving throws you make to avoid or end spells that would sense your emotions or read your thoughts.

Limited Flight. As a bonus action, you can fly up to a number of feet equal to your walking speed, provided you aren't wearing armor. If you are in the air at the end of this movement, you fall if nothing is holding you aloft.

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.

Sphinx Sight. Starting at 3rd level, you can cast the detect magic spell with this trait. Starting at 5th level, you can also cast the see invisibility spell with this trait. Once you cast detect magic or see invisibility 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.

Karl Kopinski

Vampire

The vampires of Grixis are not the elegant aristocrats their counterparts are on other planes. Here they have very little actual blood to feed on, so many are reduced to sustaining themselves from corpses and other undead. Their appearance is typically skeletal. Many have lost the ability to fly, but they can still be fierce. Well-fed vampires on the other hand, flush with the power of vis, soar the storm-choked skies, attracting swarms of bats and other minions. Blood-sated vampires have an almost irresistible aura of power, the attraction of which can be difficult to ignore.

Vampire Traits

You have the following racial traits.

Creature Type. You are an Undead.

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.

Bite. You have elongated fangs that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

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.

Vampiric Nature. You don't need to eat, drink, or breathe.

Vis Drain. You can drain blood and life energy from a willing creature, or one that has the grappled, incapacitated, or restrained condition, provided that creature isn't a Construct. Make a Bite against the target. When you hit, you gain temporary hit points equal to the damage dealt.

While you have these hit points, you have the following additional benefits:

  • You have a flying speed equal to your walking speed.
  • You have advantage on Charisma (Persuasion) checks.
  • You can cast the animal friendship spell an unlimited number of times, but you can target only bats and rats with it.
Dan Scott

Vedalken

Vedalken are intelligent, progressive humanoids with a skin tone that varies from a bluish-white-gray to a dusky, deep blue. They have only the slightest indication of an outer ear, with no lobe or 'rim' — just a hole that leads to the eardrum. They have nostrils but only a slight nose bridge. They have only fine body hair that's uniformly clear and light.

Esper's vedalken are refined, sophisticated, and lawful, and have led Esper both in magical advancement and in the use of etherium. The vedalken are among Esper's most prestigious mortal inhabitants and often hold positions of power thanks to their prodigious intellect and talent for spellcasting. The vedalken are driven to understand everything around them, and are thus in a constant, intense observational state. It can give other species the unnerving impression that they're being monitored and examined rather than talked to.

After Alara was reborn, some vedalken heretics from Esper were drawn to the verdant jungle of Naya. There they reject the cold clutch of etherium in favor of the warm embrace of nature, seeking enlightenment in the infinite patterns of life rather than the dusty confines of ancient tomes.

Vedalken Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Etherium Armor. Your body is augmented by etherium. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.

Filigree Enhancements. You have advantage on saving throws you make to avoid or end the paralyzed, poisoned, or stunned condition on yourself.

Observant. You have proficiency in the Investigation and Perception skills.

Vedalken Cunning. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.

Jesper Ejsing

Viashino

Viashino are heavy, muscular humanoids that resemble alligators. They are brutish predators who form "thrashes," small bands that live and hunt in well-defined territories in the swampy lowland jungles. Expert ambushers, viashino warriors are able to wait patiently for days, then move with alarming speed to make their kill.

Viashino Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Grappling Jaws. When hit a creature with your Bite as part of the Attack action on your turn, you can try to grapple the target as part of the same action (see the Player's Handbook for rules on grappling).

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.

Hold Breath. You can hold your breath for up to 1 hour.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + Dexterity modifier.

Sneaky. You have proficiency with the Stealth skill.

Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.

Swimming. You have a swimming speed equal to your walking speed.

Michael Komarck

Classes

Your character can have any class that appears in the Player's Handbook (or other sources, with your DM's permission). Certain classes and subclasses are especially appropriate for particular factions and shards, reflecting the traditions and training of those groups. This section can help you tie your character more closely to the plane of Alara if you already know what class you want to play (the Artificer class appears in Tasha's Cauldron of Everything).

Artifiers on Alara are inhabitants of Esper with training from the vedalken and human mages who work etherium into constructs. Alchemists, on the other hand, work with natural reagents and are more likely to be inhabitants of Jund or Naya, where animals and plant life are abundant.

Barbarians are most likely to be found in Jund among human clans and viashino thrashes. They might also be found as members of Nayan drumhunter tribes or nacatl prides.

Bards on Alara are most likely found on Naya as elven Epicists who preserve tales, or among drumhunter tribes. Bards who make their living with music and storytelling might also be found among Bant's Mortar or Unbeholden castes.

Clerics on Alara don't worship true gods, but each culture has its own religious practices. A cleric of the Knowledge domain might be from Esper; an Ethersworn or member of the Seekers of Carmot who revere the filigree texts and seek to imbue all life with etherium. A cleric of the Life or Nature domain might be a resident of Naya that worships Progenitus and the gargantuans. A cleric of the Light domain might be a priest of the Sighted case of Bant, worshipping the shard's angels. A cleric of the Tempest or War domain might be an inhabitant of Jund who worships the mighty dragons. Lastly, a cleric of the Trickery domain might be one of Grixis' Damned, a living being who has been drained of vis and become the slave of a powerful demon, lich, or vampire.

Druids are abundant among the cultures of Jund and Naya, where nature and natural magic are commonplace. A Druid of the Circle of Land can be from any shard where that land can be found—you can learn more about shards and their geography in chapter 1.

Fighters are found in all shards and cultures as soldiers and guards. They make up the bulk of Bant's armies, Jund's clans, and Naya's tribes.

Monks on Alara are most likely to be found among the Sighted caste of Bant, a monastic and clerical caste who practice the martial art of Halcou and revere the shard's angels.

Paladins are best represented by the various knightly orders of Bant. Paladins of the Oaths of Devoation and Vengeance are most likely members of the Order of the Skyward Eye who embody a devotion to righteousness. Paladins of the Oath of the Ancients are likely to be members of the Order of the White Orchid, which seeks to defend travelers from the dangers of the open plains.

Rangers on Alara are most likely scouts and guides of the shards of Jund and Naya, where the natural world dominates and presents many dangers.

Rogues are most likely found on the fringes of Alaran society, and are likely to be members of Bant's Unbeholden caste or inhabitants of the Tidehollow slums of Esper. Rogues might also act as spies for the nations of Bant or hermitages of Grixis. Swashbuckler rogues are most likely privateers from the island nation of Jhess on Bant.

Sorcerers can be found acting as shamans for Jund's clans, viashino thrashes, and goblin tribes. They may also act as the leaders and mages of Naya's humans and nacatl. Sorcerers of the Draconic bloodline are most likely to be inhabitants of Jund who have successfully hunted a dragon or harvested sangrite.

Warlocks are rare but can still be found on Alara. The Archfey patron can represent the elven Anima or a connection to Naya's gargantuans. The Fiend patron is likely to be a powerful demon from Grixis, while the Great Old One patron might be Esper's Inkwell Leviathan (see chapter 5) or Progenitus himself.

Wizards are the common mages found on the shards of Bant and Esper. Bant values wizards of the Abjuration and Divination Arcane Traditions, while Esper values Conjuration, Evocation, and Transmutation especially. Wizards of the Necromancy Arcane Tradition are mostly found on Grixis, where death mana is abundant.

Rudy Siswanto

Backgrounds

When you make a character from Alara, choose one of the backgrounds from the Player's Handbook (or another source, at your DM's discretion). This section provides guidelines for adapting these backgrounds to better represent characters from the shards of Alara. 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 languages.

Acolyte

As an acolyte, you are a devotee of one of Alara's faiths.

Bant acolytes are members of the Sighted caste, clerics and monks who worship the shard's angels and practice the martial art of Halcou.

Esper acolytes are Ethersworn or members of the Seekers of Carmot who revere the filigree texts and seek to imbue all life with etherium.

Grixis acolytes might be Damned, those whose vis has been drained and who serve a powerful demon, lich, or vampire. They might also be followers of the Kathari religion of Skive, which believes that only those dead whose skeleton has been completely cleansed of flesh has a chance to enter the afterlife.

Jund acolytes are worshippers of the shard's dragons (see chapter 5).

Naya acolytes are those who worship Progenitus and the shard's Gargantuans.

Charlatan

Charlatans function as members of society, and as such are found in the cities and villages of Bant, Esper, and Naya. Charlatans on the shard of Grixis might be very nefarious, posing as living survivors while actually being Necromancers, vampires, or servants of demons.

Criminal

On Alara, criminals can be found as members of Bant's Unbeholden caste or as inhabitants of the slums and underbelly of Tidehollow on Esper. They might also be travelers who accost the cities of Naya or hermitages of Grixis.

Entertainer

Entertainers are common among Bant's Mortar caste and the telemin of Esper (willing "mind puppets" of renowned mages). Naya Epicists are an elven tradition that preserve tales through word and song.

Folk Hero

Folk heroes rise from simple beginnings, often from Bant's Mortar caste, the cities of Esper, the hermitages of Grixis, or the human agricultural cities of Naya.

Izzy

Guild Artisan

Alara has no real guilds of artisans, but artisans and merchants are found among Bant's Mortar caste, the hermitages of Grixis, and the cities of Esper and Naya.

Noble

Nobles on Alara are most likely to be members of the Blessed caste of Bant, the noble families who rule nations and commune with angels. A noble might also represent a renowned mage of Esper or a descendant of the elven high priests of Anima.

Outlander

Outlanders are most likely to be from the lands of Jund and Naya, but might also be scavengers who roam the Dregscape of Grixis or make their home on the savannahs of Bant.

Sage

A sage of Alara is most likely one who studies as a member of the Sighted caste of Bant, or the apprentice of a mage of Esper.

Sailor

Sailors, whether traders or pirates, are most likely privateers of the island nation of Jhess in Bant. A sailor might also be a traveler who rides with the Tidehollow Scullers (see chapter 5) of Esper.

Soldier

A true soldier, as a member of an organized army, is most likely to be a member of the Sigiled caste of Bant, though they might also be a member of the Blessed caste who have received strict military training.

Urchin

Urchins thrive in urban environments, and as such are members of the Unbehold caste of Bant, or otherwise urchins in Grixis' hermitages or the cities of Esper or Naya.

Victor Adame Minguez

Magic Items

This section presents a selection of magic items for your Ixalan adventure or campaign. DMs can use the magic items in this section as a reward.

Demonspine Whip

Weapon (Whip), Very Rare (Requires Attunement)

This whip is made of the bony spine of a Grixis demon.

You have a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with it, choose one of the following effects:

Sting. The target must succeed on a DC 14 Constitution saving throw or have the poisoned condition for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Hook. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, you can't use this magic weapon on another target.

Message Capsule

Wondrous Item, Common

Message capsules are used on Esper as a sophiscated method of storing communications.

A message capsule is a tiny pendant made of etherium. While holding an empty message capsule, you can store in it either a message or a spell, which it will store until it is next opened. Once a filled capsule is opened, it is destroyed.

Message. You can store a message of up to 100 words in the message capsule by speaking the message. When the capsule is next opened, glyphs containing your message appear magically in the air for any creature to read and last for 1 minute. The glyphs appear in a language you mentally choose while speaking the message (you do not need to speak the language the glyphs appear in).

Spell. You can store a prepared spell in the message capsule by casting it while the capsule is open. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the capsule is opened, the stored spell is cast. If the spell has a target, it targets the creature that opened the capsule. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

Ralph Horsley

Mage Slayer

Weapon (Longsword), Rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a spellcaster with this weapon, the spellcaster takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "spellcaster" refers to any creature with the capability to cast at least one spell.

Protomatter Powder

Wondrous Item, Common

Protomatter powder is an etherium bonding agent developed on Esper. It is stored in vials.

You can spill one vial of protomatter powder onto a metal object to cast mending on that object. The repairs created by the powder are etherium. When mending is cast this way, if the object was a magic item or Construct, magic is restored to that object or creature.

Scepter of Dominance

Rod, Very Rare (Requires Attunement)

While holding this rod, you can use an action to cast the dominate monster spell from it (spell save DC 15). The rod can't be used again until the next dawn.

Scepter of Fugue

Rod, Rare (Requires Attunement)

While holding this rod, you can use an action to cast the modify memory spell from it (spell save DC 15). The rod can't be used again until the next dawn.

Scepter of Insight

Rod, Uncommon (Requires Attunement)

While holding this rod, you can use an action to cast the zone of truth spell from it (spell save DC 15). The rod can't be used again until the next dawn.

Unscythe

Weapon (Halberd), Artifact (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic weapon. A Humanoid killed by this weapon rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Vectis Gloves

Wondrous Item, Common (Requires Attunement)

While you wear these gloves, you can move up, down, and across vertical surfaces and upside down along ceilings, without needing to make an ability check. You have a climbing speed equal to your walking speed.

Spells

Magic functions on Alara as it does in most other D&D settings. The following section presents spells available during an adventure or campaign on Alara. The 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).

Spells
Level Spell School Class
C Magma Spray Evocation Artificer, Sorcerer, Wizard
1st Resounding Roar Evocation Bard, Druid, Ranger, Sorcerer, Warlock
1st Voices from the Void Conjuration Bard, Cleric, Sorcerer, Warlock, Wizard
2nd Lightning Talons Transmutation Sorcerer, Warlock, Wizard
3rd Asha's Favor Transmutation Cleric, Sorcerer, Warlock
3rd Necrogenesis Conjuration Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
7th Skeletonize Necromancy Cleric, Sorcerer, Warlock, Wizard

Asha's Favor

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a holy symbol of Asha or an angel feather)
  • Duration: Concentration, up to 10 minutes

You touch a willing creature. The creature sprouts feathery wings for the duration, and gains the following benefits until the spell ends:

  • The creature has a flying speed of 30 feet.
  • The creature sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
  • At the end of each of the creature's turns, each enemy within 10 feet of it takes 1d4 radiant damage.

Lightning Talons

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a metal fork)
  • Duration: Concentration, up to 1 hour

You touch a willing Humanoid. Talons of electricity emanate from the creature's hands or feet (you choose when you cast the spell) and last for the duration. Until the spell ends, the creature's unarmed strikes are magical, the creature has a +1 bonus to unarmed strike attack rolls, and the creature's unarmed strikes deal 1d6 + 1 lightning damage, instead of the bludgeoning damage normal for unarmed strikes.

Necrogenesis

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a seed or fungal spore)
  • Duration: Concentration, up to 1 hour

Until this spell ends, you can use your action to summon a saproling from the corpse of a creature you can see within range that isn't a Construct or Undead. Once a saproling emerges from a creature's corpse, the corpse is destroyed and the creature can only be restored by life by means of a true resurrection or wish spell. You can have no more than four saprolings summoned this way. A saproling disappears when it drops to 0 hit points or when the spell ends.

The summoned saprolings are allies to you and your companions. In combat, the saprolings share your initiative count, but take their turns immediately after yours. They obeys your verbal commands (no action required by you). If you don't issue any, they take the Dodge action and uses their movement to avoid danger.

Martina Facková

Magma Spray

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a blast of magma from your palm. The creature must succeed on a Dexterity saving throw or take 1d12 fire damage. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Resounding Roar

1st-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self (10-foot radius)
  • Components: V
  • Duration: Instantaneous

You let out a menacing roar. Creatures of your choice within range that can hear you must succeed on a Wisdom saving throw or have the frightened condition until the end of your next turn.

Skeletonize

7th-level Necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You unleash a shadowy flame from your hands in a 30-foot cone. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 + 15 fire damage on a failed save, or half as much damage on a successful one.

A Humanoid killed by this spell rises at the start of your next turn as a skeleton that is permanently under your command, following your verbal orders to the best of its ability.

Voices from the Void

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

One creature within range you point begins to hear the hateful whispers of the forgotten dead. The target must succeed on a Wisdom saving throw or be afflicted with short-term madness (determined randomly or by the DM; see "Madness" in chapter 8 of the Dungeon Master's Guide).

Bestiary

This chapter presents a number of unique monsters and NPCs who can be found throughout the shards of Alara. The creatures in this bestiary are organized alphabetically. A few creatures are gathered under a group heading; for example, the "Gargantuans" section presents different stat blocks for various gargantuans, and those stat blocks are presented alphabetically within that section.

The Alara Creatures table below lists every creature in this chapter, along with that creature's type and challenge rating (CR).

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.

Unusual Attacks and Magic

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.

Meeting Prerequisites

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.

Richard Whitters
Alara Creatures
Creature Creature Type CR
Ascetic Monk Humanoid 2
Banewasp Beast 3
Celebrant Angel Celestial 5
Dreg Reaver Undead 5
Esperzoa Beast 1
Etherium Drake Construct 6
Ethersworn Humanoid 2
Fleshdoll Undead 5
Fusion Elemental Elemental 5
Grixis Demon Fiend 9
Grixis Devil Fiend 1
Grixis Vampire Undead 8
Hellkite Dragon
Homunculus Construct 0
Incurable Giant 2
Inkwell Leviathan Construct 20
Kederekt Parasite Aberration 2
Knight of Bant Humanoid 3
Leotau Beast 1/2
Manaplasm Ooze 3
Mosstodon Plant 6
Saproling Plant 0
Sludge Strider Construct 8
Strix Beast 1/4
Tidehollow Sculler Undead 3
Donato Giancola

Ascetic Monk

Bant monasteries are both militaristic and spiritual, and monks divide their time between meditation and martial pursuits. Each monastery has a liturgy based on the martial art Halcou, and monks practice this highly stylized combat system using a variety of single handed weapons. Typically, monks commit to vows and prohibitions, such as a vow of poverty or a vow against deceit. Many rhox monks are ascetics, seeking religious inspiration through meditation and a solitary life.


Ascetic Monk

Medium Humanoid, Any Alignment


  • Armor Class 14
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 13 (+1) 14 (+2) 10 (+0)

  • Saving Throws Str +3, Dex +4, Int +3, Wis +4
  • Skills Acrobatics +4, Religion +3, Perception +4
  • Senses passive Perception 14
  • Languages Common plus one other language
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The onkmakes two Kensei attacks.

Kensei Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) magical damage of the weapon's type (bludgeoning, piercing, or slashing) plus 9 (2d8) magical psychic damage.

Reactions

Parry. The monk adds 2 to its AC against one melee attack that would hit it. To do so, the rhox must see the attacker and be wielding a melee weapon.

Karl Kopinski

Banewasp

Banewasps are omnivorous insects that nest in reeflike hives that tower over Grixis' sea. Banewasps prefer decaying flesh to other food and will swarm in great numbers in search of freshly dead corpses. Sometimes banewasp larvae feed on the flesh of still motile creatures, which can cause zombies or even humans to become distended and distorted. Banewasps are poor sources of vis, but can be used by necromancers to animate fleshdolls.

Banewasp Infestation

A creature that has become infested with banewasps has the following trait:


Infested. When this creature dies, a swarm of banewasps appears in its space.


Swarm of Banewasps

Medium swarm of Tiny Beasts, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft., burrow 30 ft., climb 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 12 (+1) 1 (-5) 12 (+1) 1 (-5)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses tremorsense 60 ft., passive Perception 11
  • Languages
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Skeletonize. If the swarm starts its turn in the same space as a dead creature that is Large or smaller, the corpse is destroyed, leaving behind only equipment and bones (or exoskeleton). The creature can be restored to life only by means of a true resurrection spell or similar magic.

Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Ravenous Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, banewasps burrow into its body, and the creature takes 3 (1d6) piercing damage at the start of each of its turns. Any creature can use an action to kill or remove the banewasps with fire or a weapon that deals piercing damage by dealing 1 damage of the appropriate type to the target.

Matt Stewart

Celebrant Angel

Though mortal, angels are not born; they are formed as a result of an ages-old enchantment that affects all of Bant. Whenever a mortal who conforms to Bant's high ideals of honor and valor dies, their soul transmutes into an angelic state. Once the soul has transcended, the angel's new body is comrpised of physical manifestations of magic drawn from the essence of the land and sky. Angels gather at the Cathedral of Bliss, a vast temple of glowing marble and light that floats in the sky above Bant—higher than even Aven can fly.

Angels protect and cherish life, but they're not supposed to interfere in the political maneuverings of mortals. They may champion a cause, guide, and teach, but they do not lead, command, or order.


Celebrant Angel

Medium Celestial (Angel), Typically Lawful Good


  • Armor Class 18 (plate armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 11 (+0) 17 (+3) 18 (+4)

  • Saving Throws Wis +6, Cha +7
  • Skills Investigation +3, Perception +6
  • Damage Resistances radiant
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft., truesight 120 ft., passive Perception 16
  • Languages all
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Flyby. The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.

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

Actions

Multiattack. The angel makes two Longsword attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 (1d4) radiant damage.

Healing Touch (1/Day). The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points. The touch ends the blinded, poisoned, and deafened conditions and any curse or disease affecting the target.

Thomas M. Baxa

Dreg Reaver

When a necromancer needs a heavy armor unit, he calls on the dreg reavers. These massive, bestial juggernauts have the strength of elephants, the resilience of siege machines, and the damage dealing capacity of a herd of baloths. Dreg reavers appear in a variety of shapes, all strong and horrible. They can be saddled with war platforms and used as siege engines, or simply set free to wreak massive destruction on a populated area. Some necromancers lash razorwire around the tusks, horns, claws, and tails of dreg reavers, or attach barbed lances to their flanks to augment their pain-inflicting abilites.


Dreg Reaver

Huge Undead, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 95 (10d12 + 30)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Barbed Body. A creature that touches the reaver or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.

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

Unusual Nature. The reaver doesn't require air, food, drink, or sleep.

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a creature and the reaver moved at least 20 feet straight toward the target before the hit, the target must succeed on a DC 13 Strength saving throw or have the prone condition.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Bonus Action

Trample. The reaver makes a Stomp attack against a target with the prone condition.

Warren Mahy

Esperzoa

An esperzoa is a large, jellyfish-like creature native to the cesspools of Esper. It floats along the water, using electricity to find bits of discarded metal in the waste, which it consumes as food. The jelly of these creatures is a highly valued ingredient in many alchemical magics, and sells for high prices in Esper black markets.


Esperzoa

Large Beast, Unaligned


  • Armor Class 11
  • Hit Points 52 (8d10 + 8)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) lightning damage. If the target is a creature, it has the grappled condition (escape DC 16). Until this grapple ends, the target has the restrained condition, and the esperzoa can't use its tentacles on another target.

Digest Metal. The esperzoa begins to digest a metal object it can touch that isn't being worn or carried, or a metal object worn or carried by a creature the esperzoa is grappling. A metal weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Metal armor takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The esperzoa can eat through 2-inch-thick nonmagical metal in 1 round.

Izzy

Etherium Drake

Drakes are dangerous predators on any plane, but the ehterium-infused drakes of Esper should be treated with special caution. The ehtersworn have spent years perfecting their etherium-infusion techniques on drakes before moving on to humanoids; as a result, thousands of etherium drakes soar above Esper. Many drakes have suffered behavioral changes due to their infusions and can be very unpredictable.


Etherium Drake

Large Construct, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

  • Skills Perception +4
  • Damage Immunities lightning, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Unusual Nature. The drake doesn't require air, food, drink, or sleep.

Vigilant. The drake can't be surprised.

Actions

Multiattack. The drake makes two Bite attacks. While flying, it can replace one of these attacks with a Claws attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Chippy

Ethersworn

The sanctioned order known as the Ethersworn serves a single purpose: to instill as many living things with etherium as they possibly can. As Esper's etherium supplies dwindle, their mission grows increasingly difficult, and members of the Ethersworn believe the metaphysical "fitness" of their world is at stake. In accordance with teachings of the sphinx Crucias, they maintain that if enough of Esper's life is infused with etherium, all of Alara will transcend its mortal and physical limitations.


* This spell appears in Xanathar's Guide to Everything


Ethersworn

Medium Construct, Typically Lawful Neutral


  • Armor Class 13 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 16 (+3) 13 (+1) 13 (+1)

  • Skills Arcana +7, Religion +5
  • Senses passive Perception 13
  • Languages Common, Vedalken
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Actions

Scimitar. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Spellcasting. The ethersworn casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):

At will: light, mending
2/day each: grease, heat metal, magic weapon
1/day each: dispel magic, tiny servant*

Reactions

Shieldmage (2/day). The ethersworn casts counterspell or shield.

Mark Zug

Fleshbag

A fleshbag is the flesh of several corpses sewn together into an amorphous, hollow vessel and filled with some animating element such as banewasps or worms, which are under the command of the necromancer. Fleshbags tear easily and are not meant for long-term survival, but can be used as living vessels for vis to be harvested when needed.

Occasionally, a necromancer will animate a fleshbag using a humanoid ghost, the result of which is called a fleshdoll. Fleshdolls can be enormous, bloated with spectral energy.

Fleshdoll

The fleshdoll variant of a fleshbag has the following trait, which replaces its Insect Inhabitants trait:


Ghostly Inhabitant. The ghost that enters the fleshdoll remains inside it until the fleshdoll drops to 0 hit points, the ghost uses a bonus action to move out of the fleshdoll, or the ghost is Turned or forced out by an effect such as the dispel evil and good spell. When the ghost leaves the fleshdoll, it appears in an unoccupied space within 5 feet of the fleshdoll.


Fleshbag

Medium Undead, Unaligned


  • Armor Class 9
  • Hit Points 93 (11d8 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

  • Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

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

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

Insect Inhabitants. The swarm of banewasps or swarm of insects that enters the fleshbag remains inside it until the fleshbag drops to 0 hit points, or until the fleshbag is targeted by the dispel magic spell or similar magic. When the swarm leaves the fleshbag, it appears in an unoccupied space within 5 feet of the fleshbag.

Inert. Without an animating element inside, the fleshbag is an object.

Unusual Nature. The fleshbag doesn't require air, food, drink, or sleep.

Actions

Multiattack. The fleshbag makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) magical bludgeoning damage.

Michael Komarck

Fusion Elemental

Elementals on any plane are manifestations of the plane's natural forces, or emanations of the plane's mana. They often appear as incarnations of a single element: fire, water, air, or earth. Alara's conflux, the reunion of the shards into a single plane, has lead to the creation of fusion elementals who incorporate many or all of these elements into a single form.


Fusion Elemental

Gargantuan Elemental, Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 125 (10d20+20)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Primordial
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

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

Actions

Multiattack. The elemental makes two attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Fiery Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Whelm (Recharge 4–6). One creature within 15 feet of the elemental must make a DC 15 Strength saving throw. On a failure, the target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it has the grappled condition (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed up to 15 feet away from the elemental. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Paul Bonner

Grixis Demon

Demons are the embodiment of evil. Unnaturally strong, cruelly intelligent, possessed of natural spellcasting abilities, and ageless; they command dark reverence wherever they roam. Demons feed on vis and can extract it directly from a nearby vital host at will, but love causing mortals to surrender their souls voluntarily. Demons can grant an almost unlimited array of powers to mortals in exchange, and cunningly disguise the cost.

Demonic Deals

Similar to the devils of other D&D worlds, demons from the planes of Magic: the Gathering like to entice mortals with deals. Consider the following mechanics as a framework for deals made with such demons:

Ability Checks. A demon attempting to trick a character can make a Charisma (Deception) check contested by the character's Wisdom (Insight) check. If the character's check result is higher than the devil's, the character sees through the devil's deception.

Offer. A Grixis demon can offer a character up to 5,000gp, an uncommon or rare magic item, or a supernatural charm of the demon's choice. See chapter 7 of the Dungeon Masters Guide for more information on supernatural charms.

Service. A character who accepts a demonic deal is bound to serve that demon, as though under the effects of a geas spell. The character is a willing creature for the demon's Extract Vis action.


Grixis Demon

Large Fiend (Demon), Typically Lawful Evil


  • Armor Class 19 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)

  • Saving Throws Int +5, Wis +6, Cha +7
  • Skills Deception +7, Insight +6
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Abyssal
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

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

Actions

Multiattack. The demon makes two Claw attacks and one Demonspine Whip attack.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Demonspine Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (8d6 + 3) slashing damage.

Spellcasting. The demon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):

At will: darkness, detect magic, dispel magic
3/day each: crown of madness, fear

Extract Vis. The demon touches one willing creature. The target 3d6 necrotic damage, and the demon regains hit points equal to that amount.

Dave Kendall

Grixis Devil

The creatures called "devils" on Grixis are minor demons akin to quasits. These smirking, short, red-skinned sadists love to prick and jab at the living, usually to make their last hours as pain-filled as possible. Some devils are employed as torturers by demons, others as cruel slave-drivers for gangs of vitals or packs of undead hounds. Devils are not particularly smart, but are agile and sly.


Grixis Devil

Tiny Fiend (Demon), Typically Chaotic Evil


  • Armor Class 13
  • Hit Points 7 (3d4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)

  • Skills Stealth +5
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Abyssal, Common
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

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

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.

Lars Grant-West

Grixis Vampire

Grixis vampires are undead creatures who feed on vis. You can read more about vampires in their entry for the Vampire race in chapter 2.


Grixis Vampire

Medium Undead, Typically Chaotic Evil


  • Armor Class 16 (natural armor)
  • Hit Points 90 (12d8 + 36)
  • Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 16 (+3) 13 (+1) 19 (+4)

  • Saving Throws Dex +7, Con +6, Wis +4
  • Skills Intimidation +7, Perception +4, Stealth +7
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 14
  • Languages the languages it knew in life
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Unusual Nature. The vampire doesn't require air, food, drink, or sleep.

Actions

Multiattack. The vampire makes two Unarmed Strike attacks. It can replace one of these attacks with a Bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target isn't a Construct, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free.

Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Justin Sweet

Hellkite

The dragons of Jund, often called hellkites, are most similar to red dragons of other D&D worlds, though they are little more intelligent than beasts. Hellkites make their lairs in mountains and volcanos, and each dragon has a territorial hunting ground which it defends from rival dragons.

Dragons don't reproduce often. A female dragon might lay eggs only once every twenty years. Eggs are hidden in a cleft or fumarole in the side of a volcano within the mother's territory to keep them warm for the year they need to hatch. The mother tolerates the young dragon in her territory for a while, but once they have grown to the size of horses, she treats them as rivals and might even kill them if they don't leave.

Finding new territory is difficult, so the young dragon must either settle for inferior land or try to wrest a territory from another dragon. During this phase of life, it is an eating machine. Such young dragons are the greatest threats to creatures in the valleys because they aren't picky about where they hunt.

Jund's dragons don't go peacefully unto death. When an ancient has become too feeble to defend its territory, it finds an unstable volcano, flies high above the crater, then plunges in a shrieking death-dive into the magma. A fiery cataclysm erupts on impact, and many lowland groups believe all volcanic eruptions are caused by this ritualistic Shriek of Flame.

Dragon Statistics

Jund's dragons can be represented by the stat blocks of red dragons throughout their various stages of life (wyrmling, young, adult, ancient), except their intelligence is 6, and they understand Draconic but can't speak.

Igor Kieryluk

Homunculus

Homunculi are magical constructed created by Esper mages. You can read more about homunculi in their entry for the Homunculus race in chapter 2.


Homunculus

Small Construct, Typically Neutral


  • Armor Class 13 (natural armor)
  • Hit Points 7 (2d6)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)
  • Proficiency Bonus +2

Unusual Nature. The homunculus doesn't require air, food, drink, or sleep.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage.

Karl Kopinski

Incurable

Soon after Alara fractured, a race of ogres in the mountains of Grixis became afflicted with a cursed disease that twisted their anatomies and minds. Their shaman-queen undertook a desperate ritual to dislodge the curse from her people, but instead her magic mutated the curse and strengthened its grasp on them all. Generations of bizarre mutations later, the affliction left these "incurables" monstrous and homicidally insane.


Incurable

Large Giant, Typically Chaotic Evil


  • Armor Class 11 (hide armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages Ogre
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The incurable makes one Tentacles attack and one Fist attack.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or have the poisoned condition for 1 minute. Until this poison ends, the target has the paralyzed condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Anthony Francisco

Inkwell Leviathan



Inkwell Leviathan

Gargantuan Construct, Unaligned


  • Armor Class 17
  • Hit Points 328 (16d20 + 160)
  • Speed 40 ft., swim 120 ft.

STR DEX CON INT WIS CHA
27 (+8) 24 (+7) 30 (+10) 4 (-3) 18 (+4) 17 (+3)

  • Saving Throws Wis +10, Cha +9
  • Damage Resistances bludgeoning, piercing, and slashing
  • Damage Immunities acid, poison
  • Condition Immunities exhaustion, paralyzed, poisoned
  • Senses darkvision 120 ft., passive Perception 14
  • Languages
  • Challenge 20 (25,000 XP)
  • Proficiency Bonus +6

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

Limited Magic Immunity. The leviathan can't be affected or detected by spells of 6th level or lower. It has advantage on saving throws against all other spells and magical effects.

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

Actions

Multiattack. The leviathan makes one Bite attack and one Slam attack.

Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage plus 13 (2d12) acid damage. If the target is a Large or smaller creature, it must succeed on a DC 22 Dexterity saving throw or be swallowed by the leviathan.

A swallowed creature has the restrained condition, has total cover against attacks and other effects outside the leviathan, and takes 28 (8d6) acid damage at the start of each of the leviathan's turns. The leviathan's stomach can hold up to two creatures at a time. If the leviathan takes 30 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 22 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 leviathan and has the prone condition. If the leviathan dies, it similarly regurgitates all swallowed creatures.

Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage plus 10 (3d6) acid damage.

Tidal Wave (Recharge 6). The leviathan magically creates a wave of water that extends from a point it can see within 120 feet of itself. The wave is up to 250 feet long, up to 250 feet tall, and up to 50 feet wide. Each creature in the wave must make a DC 24 Strength saving throw. On a failed save, a creature takes 45 (7d12) bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage and doesn't have the prone condition. The water spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 250 feet of it, and then it vanishes.

Legendary Actions

The leviathan 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 leviathan regains spent legendary actions at the start of its turn.

  • Move. The leviathan moves up to its speed.
  • Slam (Costs 2 Actions). The leviathan makes one Slam attack.
Dan Scott

Kederekt Parasite

Kederekt, facetiously called "Seaside" by Vithian humans, is a series of large manor houses in Grixis that border a sea of greasy, acidic water. The manor houses have sunken into the silt so they're tilted at odd angles. The residents that remain are all undead.

The Kederekt parasite is a strange, abominable horror that stalks the shores around the manor houses. The undead residents have little to fear from it, but any else who pass through must be wary of its ability to stalk them by detecting their minds.


Kederekt Parasite

Small Aberration, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 31 (7d6 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 4 (-3) 10 (+0) 8 (-1)

  • Skills Perception +4, Stealth +6, Survival +2
  • Condition Immunities stunned
  • Senses darkvision 120 ft., passive Perception 14
  • Languages
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Detect Sentience. The parasite can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Spider Climb. The parasite can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage.

Bonus Actions

Shadow Stealth. While in dim light or darkness, the parasite takes the Hide action.

Jakub Kasper

Knight of Bant

Kevin Sidharta

Leotau

Knights of Bant's inner three nations ride semi-intelligent feline creatures of the savannah distantly related to the leonin of Naya. They are unique in that they are hooved animals; they have the heads and bodies of lions but possess the legs of horses or bulls. There are three distinct leotau subspecies: the white-coated orisil favored by the Blessed caste; the golden, fleet-footed mherva; and the large, calico/dappled grohm.


Leotau

Large Beast, Unaligned


  • Armor Class 12
  • Hit Points 26 (4d10 + 8)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 5 (-3) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Keen Smell. The leotau has advantage on Wisdom (Perception) checks that rely on smell.

Running Leap. With a 10-foot running start, the leotau can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Daarken

Manaplasm

A creature native to the jungles of Naya, the manaplasm is an ooze parasite that feeds off the jungle's mana. When it feeds, it grows larger and stronger for a short time. Spellcasters who are unaware of its nature often find themselves quickly overwhelmed by it.


Manaplasm

Large Ooze, Unaligned


  • Armor Class 8
  • Hit Points 45 (6d10 + 12)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)

  • Damage Resistances acid
  • Damage Immunities lightning, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Amorphous. The manaplasm can move through a space as narrow as 1 inch wide without squeezing.

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

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

Spider Climb. The manaplasm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.

Reactions

Consume Mana. The manaplasm casts counterspell. The manaplasm then gets a bonus to its Pseudopod attack and damage rolls equal to the level of the spell the target was casting. For example, if the manaplasm casts counterspell to interrupt a creature casting fireball, the manaplasm gets a +3 bonus to its Pseudopod attack and damage rolls. This bonus lasts until the end of the manaplasm's next turn.

Paolo Parente

Mosstodon

The mosstodon is a gargantuan, which are believed by the Nayan elves to be the manifested will of Progenitus. While its nature is uncertain, it appears as a mammoth made entirely of Naya's plant matter; its body is covered in moss and its tusks are made of tree bark.


Mosstodon

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

Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. If the mosstodon moved at least 20 feet toward the target before the hit, the target 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 prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

Bonus Actions

Trample. The mosstodon makes one Stomp attack against a target with the prone condition.

Reaction

Herd Thunder. The mosstodon incites one ally within 30 feet of it. The ally makes one melee attack against a random creature within reach.

Brad Rigney

Saproling

Saprolings are motile plants found on Jund. They are fungal scavengers, feeding on rotting corpses of the jungle floors. These saprolings have something resembling a shell with oversized fungal hyphae.


Saproling

Tiny Plant, Unaligned


  • Armor Class 9
  • Hit Points 10 (4d4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 11 (+0) 10 (+0) 10 (+0) 6 (-2)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Senses passive Perception 10
  • Languages Primordial
  • Challenge 0 (10 XP)
  • Proficiency Bonus +2

False Appearance. If the saproling is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the saproling move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the saproling is animate.

Actions

Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Dan Scott

Sludge Strider

Esper's sludge-filled Cesspools support their own ecosystem of strange creatures. Sludgestriders are monstrous, etherium-infused insects that balance on the surface of the depths using water tension, feeding on passing refuse.


Sludge Strider

Huge Construct, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 19 (+4) 3 (-4) 14 (+2) 17 (+3)

  • Saving Throws Con +7, Wis +5
  • Skills Perception +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Relentless Stride. The strider can move through the space of another creature.

Waterwalk. The strider can move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were solid ground.

Actions

Multiattack. The strider makes two Limbs attacks.

Limbs. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Consume. The strider feeds on the corpse of one Large or smaller creature within 5 feet of it, regaining 5 (1d10) hit points. The corpse and everything it is wearing or carrying, except magic items, are destroyed. The creature can be restored to life only by means of a true resurrection spell or similar magic.

Nils Hamm

Strix

Esper is home to a large, owl-like bird called a strix (plural striges). Striges resemble ashen-colored screech owls with deep black eyes. The screeh of a strix can drain the thoughts and memories of those who hear it, which in turn nourishes the bird—a form of psychic vampirism.


Strix

Large Beast, Unaligned


  • Armor Class 12
  • Hit Points 19 (3d10 + 3)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

  • Skills Perception +5, Stealth +4
  • Senses darkvision 120 ft., passive Perception 15
  • Languages
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Flyby. The strix doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The strix has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.

Screech (Recharge 6). The strix emits a chilling shriek. Each creature within 30 feet of the strix that doesn't have the deafened condition must make a DC 12 Constitution saving throw. On a failed save, a creature takes 8 (2d6) psychic damage and is memory drained until it finishes a short or long rest or until it benefits from the greater restoration spell or similar magic. The strix regains hit points equal to the psychic damage dealt. On a successful save, the target takes half as much damage and isn't memory drained, and the strix doesn't regain hit points.
 While memory drained, a creature must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the creature is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.

RK Post

Tidehollow Sculler

The most fearsome sight in Esper may be the scullers, the undead boatmen of the tidecaves. When the weather on Esper's surface gets too inclement for extended journeys, some humans and vedalken will brave the Tidehollow and entrust their travel to them.

Travelers to Esper should be aware that scullers use strange, nonverbal communication to negotiate their price, and only agree to unusual forms of payment. If you travel with a sculler, prepare to lose something of great and subtle value.


Tidehollow Sculler

Medium Undead, Typically Neutral


  • Armor Class 13
  • Hit Points 40 (9d8)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 10 (+0) 17 (+3) 14 (+2) 11 (+0)

  • Saving Throws Dex +5, Int +5
  • Skills Intimidation +2, Perception +4, Survival +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., passive Perception 14
  • Languages understands Common and Vedalken but doesn't speak
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

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

Actions

Multiattack. The sculler makes one Oar attack and uses Fear Gaze.

Oar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) fire damage.

Spellcasting. The sculler casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):

At will: dispel magic, gust of wind, light
3/day: control water
1/day: control weather

Cyril Van Der Haegen

Five Worlds Share One Fate

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

This supplement is 100% free fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

If you'd like to help support more Magic: the Gathering planes homebrewed into D&D, consider supporting me on Patreon, or buying me a coffee.

For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide

 

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