Planeshifted Guide to Zendikar

by grzart

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A Planeshifted Guide to
Explore Magic: the Gathering's plane of Zendikar in this expansion and campaign setting guide for Dungeons & Dragons

Credits




  • Artist Credits:
  • Adam Paquette, Aleksi Briclot, Bayard Wu, Billy Christian, Bryan Sola, Caio Monteiro, Chris Rallis, Chippy, Colin Boyer, Cristi Balanescu, Daarken, Daniel Ljunggren, Darek Zabrocki, Dave Kendall, Dmitry Burmak, Ekaterina Burmak, Eric Deschamps, Goran Josic, Jaime Jones, Jason Felix, Jason Kang, Jason Rainville, Jesper Ejsing, Johannes Voss, Joshua Raphael, Kev Walker, Kieran Yanner, Kimonas Theodossiou, Lars Grant-West, Lorenzo Lanfranconi, Mark Tedin, Matt Cavotta, Matt Stewart, Michael Komarck, Paul Bonner, Pindurski, Raymond Swanland, Rudy Siswanto, Ryan Pancoast, Simon Dominic, Wisnu Tan, Yigit Koroglu, Zezhou Chen

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Welcome to Zendikar
Johannes Voss

Welcome to Zendikar

Zendikar is an "adventure-world" plane with powerful sources of mana, a dangerous world of lethal risks and priceless rewards. Its riches in mana and other wealth have made it a destination for Planeswalkers to explore and exploit. This promise is also enough to lure in various local explorers and adventurers.

About This Book

This book is a supplemental guide which provides rules and options for playing Dungeons & Dragons in the Zendikar setting from Magic: the Gathering. It is intended to be used alongside Plane Shift: Zendikar. It guides players and the Dungeon Master through the process of creating characters set in this world. It is divided into the following sections.

Chapter 1 details how to create Zendikar characters.

Chapter 2 presents the nine new species of Zendikar.

Chapter 3 provides information for character Classes on Zendikar, and presents updated subclass options.

Chapter 4 describes magic items unique to Zendikar.

Chapter 5 presents new spells for spellcasting characters to choose from.

Appendicx A presents 33 creature stat blocks useful for DMs, and some basic rules for using creatures from other books as transformed Eldrazi.

Appendix B is a Rules Glossary, provided to increase compatibility when using this guide with the 2014 ruleset.

Chapter 1 | Create Your Character

Create Your Character

When you make your D&D character, you have an array of options in the Player's Handbook to create the sort of adventurer you want. When you create an adventurer for a Zendikar adventure or campaign, use the options presented in this chapter.

Choose a Class

Characters of any class from the Player's Handbook can be found in Zendikar. Chapter 3 provides ideas and guidelines for how your class fits into Zendikar, and presents new and updated subclass options.

The subclasses presented in chapter 5 are designed for use with the Revised Player's Handbook (2024). If you are using a class from an older book, work with your DM to determine the appropriate character level to gain the subclass features from a subclass in this guide.

Determine Origin

Determining your character's origin involves choosing a background, a species, and two languages. When making those choices, you choose a species and languages from the options presented in this chapter instead of those in the Player's Handbook.

Choose a Background

Characters of any background from the Player's Handbook (2024) can be found in Zendikar. At the DM's discretion, you can choose a background option from another book. If that background doesn't include ability score adjustments, adjust your ability scores by increasing one score by 2 and another by 1, or increase three scores by 1. None of these increases can increase a score above 20. Also, if the background you choose doesn't provide a feat, you gain an Origin feat of your choice from the 2024 Player's Handbook, or one of the following feats of your choice from the 2014 Player's Handbook: Alert, Healer, Lucky, Magic Initiate, Savage Attacker, Skilled, Tavern Brawler, or Tough.

Choose a Species

When you choose a species for you character, choose from the species options presented in chapter 2.

At the DM's discretion, if your character is a visitor to Zendikar from another plane of existence, you can choose a species from another book. Species from across the Magic: the Gathering multiverse can be found in Guildmaster's Guide to Ravnica, Strixhaven: A Curriculum of Chaos, Mythic Odysseys of Theros, the original Plane Shift books, and the rest of the Planeshifted Guides series.

Choose Languages

Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.

The Standard Languages table lists languages that are common on Zendikar. Every player character knows Common, which is a trade tongue developed by the ancient Kor empire. The other standard languages originated with the first members of the most prominent species on Zendikar.

The Rare Languages table lists languages that are either secret or derived from other planes in the multiverse and thus less common on Zendikar. Some features let a character learn a rare language.

At your DM's discretion, if your character is native to another plane of existence, your character might know a language from your home plane that is not listed in either table.

Standard Languages
Language Origin
Ancient Kor Kor
Common Humans
Elvish Elves
Giant Giants
Goblin Goblins
Kor Sign Language Kor
Merfolk Merfolk
Surrakar Surrakar
Vampire Vampires
Rare Languages
Language Origin
Celesital Angels
Infernal Demons
Sphinx Sphinxes
Thieves' Cant Criminal guilds
Uksil (Druidic) Turntimber trees
Chapter 2 | Species
Zezhou Chen

Species

When you choose your character's species, choose one of the species presented in this chapter. At the DM's discretion, if your character is a visitor to Zendikar from another plane of existence, you can choose a species from another book. Species from across the Magic: the Gathering multiverse can be found in Guildmaster's Guide to Ravnica, Strixhaven: A Curriculum of Chaos, Mythic Odysseys of Theros, the original Plane Shift books, and the rest of the Planeshifted Guides series.

Parts of a Species

A species includes the following parts

Creature Type. A character's species determines the character's creature type. Creature types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways.

Size. Your character's species determines the character's Size. The listed Size is a representation of the space the creature controls in combat, not necessarily their height. The actual height of a species in this chapter is listed after the species' Size.

Speed. Your character's species determines the character's Speed.

Special Traits. Each species gives a character special traits—unique characteristics based on the species' physiology or magical nature.

Ability Scores

Species in this chapter do not grant ability score adjustments. Those adjustments are instead offered by your choice of background. See the previous page for rules on using backgrounds that don't provide ability score adjustments or feats.

Life Span

The typical life span of a player character in the Magic: the Gathering multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. A species in this chapter tells you if it has an atypical life span.

Species Descriptions

Nine species are presented in this chapter in alphabetical order:

Elf Kor Minotaur
Goblin Merfolk Surrakar
Human Ogre Vampire
Chapter 2 | Species
Kieran Yanner

Elf

The elves of Zendikar are a highly adaptive race that make their homes in the treetops of Murasa and Bala Ged. Natural risk-takers, the elves have a strong survival instinct and fearless demeanor, making them well suited for life on this dangerous plane. They are divided into three distinct nations: Joraga, Mul Daya, and Tajuru.

The elves of Zendikar are similar to their appearance on other worlds; they are humanoid with human-like skin tones, but they possess lithe features and long, pointed ears; which give them more sensitive hearing than other races.

The elves lack a formal religion, instead, they practice forms of mysticism as well as communing with the spirits of their ancestors. Years before the eldrazi's return, a schism led the once unified elves to split into three insular nations.

Joraga

The Joraga Nation was seated in the Tangled Vale of the continent of Bala Ged, although the various tribes are only loosely connected. Each tribe follows the migratory pattern of a particular species of beast, adapting the creature into their magic and combat styles. Nomadic by nature, the Joraga eschew outsiders and hold even the other elves of Zendikar in disdain. With the coming of the Eldrazi, the Joraga were nearly eliminated.

Mul Daya

Mul Daya is a secretive nation located in the Guum Wilds of Bala Ged. They can easily be recognized by their distinctive facepaint and tattoos. Though they have a living leader, their nation follows the edicts of a centuries-old elvish spirit named Obuun. Through Obuun's leadership, the Mul Dayans can become adept spies and assassins, with the elite calling themselves "vine ghosts." Mul Dayan Soulspeakers openly practiced a blend of mysticism and necromancy to better commune with their ancestors. Special brakeguards were the only tribe members who could safely navigate the wilds.

Chapter 2 | Species
Rudy Siswanto

Tajuru

The Tajuru nation has become the largest and most prominent elf nation of Zendikar. Basing society within the massive treetops of Murasa, the Tajuru are open to other races and highly skilled innovators. Their capital is the Tumbled Palace, based on the cliffs of Sunder Bay. Tajuru see the skills and perspectives of other races as valuable new tools for survival. The Tajuru are also more open to new lifestyles, be it living in a mountaintop citadel or roaming grassy plains.

Elven Nation
Nation Level 1 Level 3 Level 5
Joraga Your Speed increases to 35 feet. You also know the Druidcraft cantrip. Longstrider Pass Without Trace
Mul Daya The range of your Darkvision increases to 120 feet. You also know the Chill Touch cantrip. Hex Darkness
Tajuru You gain proficiency in any combination of two skills or Tools of your choice. Comprehend Languages Calm Emotions

Elf Traits


  • Creature Type: Humanoid
  • Size: Medium (about 5–6 feet tall)
  • Speed: 30 feet

As an Elf, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Elven Nation. Elves are born into a nation, which grants them natural abilities. Choose a nation from the Elven Nations table. You gain the level 1 benefit of that nation. al When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast it using any spell slots you have of appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the nation).

Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses. You have proficiency in the Perception skill.

Chapter 2 | Species
Chris Rallis

Goblin

A typical Zendikari goblin has large and swept back ears, red eyes, and sports heavy bone protrusions on their spines and elbows. Through a diet of a mineral named Grit, their skin develops a stony texture, ranging from brownish red to moss green. The older a goblin gets, the more grey his skin becomes.

Much of Zendikari goblin society is centered around the role of the shaman, and some goblin shamans intentionally breathe Zendikar's volcanic gases. Great, chaotic magical energy is trapped in volcanic calderas, and as such, the gases often imbue the shaman with temporary magical power or visions.

Goblin leadership is meritocratic and based on practical survival knowledge. The leader of a goblin tribe is therefore determined by who can retrieve the most interesting or powerful object from a ruined site. Goblins carry their most impressive prize with them as a talisman, and a goblin that hasn't yet retrieved an interesting relic from ruin or wilderness locale is not considered a full member of the tribe.

There are three known goblin tribes: Groatag, Tuktuk, and Lavastep. The Groatag are considered to be the cleverest tribe, and the only one to domesticate beasts. The Tuktuk are much more adept at using their talismans than other goblins. And the Lavastep are the most industrious and warlike tribe.

Goblin Traits


  • Creature Type: Humanoid (Goblinoid)
  • Size: Small
  • Speed: 30 feet

As a Goblin, you have these special traits.

Darkvision. You have Darkvision with a range 60 feet.

Goblin Tribe. Goblins are born into a tribe that grants them natural abilities. Choose a tribe from the Goblin Tribes table. You have proficiency in a skill or tool determined by your tribe.

Mountain Resistance. You have Resistance to Fire damage and Psychic damage.

Natural Armor. While you aren't wearing armor, your base Armor Class equals 13 plus your Dexterity modifier.

Goblin Tribes
Tribe Proficiency
Groatag Animal Handling
Lavastep Stealth
Tuktuk Tinker's Tools
Chapter 2 | Species
Colin Boyer

Human

Humans are the most numerous, diverse, and adaptable folk of Zendikar, and they form the core of most exploratory and adventurous expeditions across the plane. Though many humans huddle behind stone walls and wooden ramparts, at least somewhat protected from the perils of Zendikar, a significant number venture out from the safety of those walls to explore and defend their world.

Life on the Frontier

Most human communities on Zendikar are tiny villages, remote outposts, or temporary encampments. These settlements are found on every continent, from the coastal villages of Guul Draz to the giant caravan of Goma Fada on Akoum. Without the safety of walls and ramparts, frontier life is all about the struggle for survival, leaving little time or energy for scholarly pursuits. The people of most of these communities rely on hunting, gathering, herding, and trading for the food and other goods they need.

Origin Feats

If you don't have the 2024 Player's Handbook, instead of choosing an Origin feat for your Versatile trait, choose one of the following feats from the 2014 Player's Handbook: Alert, Healer, Lucky, Magic Initiate, Savage Attacker, Skilled, Tavern Brawler, or Tough.

Civilized Life

Despite the harshness of life on Zendikar, human civilization flourishes in a few scattered towns. Sea Gate (on the continent of Tazeem), Affa Town (on Akoum), and the so-called Free City of Nimana (in Guul Draz) are the most notable of these, boasting organized military forces, institutions of learning, established traditions of magic, houses of worship, and dark underbellies of crime and corruption. With populations measured in the thousands, these settlements would barely qualify as towns on other planes, but they have no rivals on Zendikar except the vampire city of Malakir—which has been in ruins since the emergence of the Eldrazi.

Human Traits


  • Creature Type: Humanoid
  • Size: Medium
  • Speed: 30 feet

As a Human, you have these special traits.

Resourceful. You gain Heroic Inspiration* whenever you finish a Long Rest.

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

Versatile. You gain an Origin feat of your choice. Skilled* is recommended.

Chapter 2 | Species
Jason Rainville

Kor

Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.

Kor are associated with white mana, and their wizards and clerics employ spells of healing, of banishing the dark, and of protection. Their personalities and ideals also mesh with the characteristics of white mana in their emphasis on an ordered, harmonious community with strong traditions binding its members together.

Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar.

The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do speak, they typically use as few words as possible to convey their meaning.

Kor Traits


  • Creature Type: Humanoid
  • Size: Medium
  • Speed: 30 feet

As a Kor, you have these special traits.

Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition on yourself.

Climbing. You have a Climb Speed equal to your Speed. You can't use this Climb Speed if you're wearing Heavy armor.

Kor Magic. You know the Spider Climb spell and always have it prepared. You can cast the spell once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast it using any spell slots you have of appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).

Kor Talents. You have proficiency in the Athletics and Acrobatics skills.

Lucky. When you roll a 1 on a D20 Test,* you can reroll the die and must use the new roll.

Sure-Footed. You have Advantage on Dexterity and Strength saving throws you make to avoid the Prone condition. If you have the Prone condition, you can stand up by spending 5 feet of movement, rather than half your Speed.

Chapter 2 | Species
Kieran Yanner

Merfolk

Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black.

Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather.

Merfolk Creeds

The merfolk are divided into three Creeds, founded on the principles of their old gods Emeria (wind), Ula (water), and Cosi (the trickster). A merfolk isn’t born into a creed but chooses it upon reaching adulthood, and it is rare for a merfolk not to choose a creed.

Merfolk who follow Emeria’s creed seek wisdom and truth, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.

Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.

No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.

Merfolk Traits


  • Creature Type: Humanoid
  • Size: Medium
  • Speed: 30 feet

As a Merfolk, you have these special traits.

Amphibious. You can breathe air and water.

Creed. At adulthood, merfolk choose a creed, or reject all creeds. Choose a creed from the Merfolk Creeds table. You know a cantrip of your choice from a spell list determined by your creed, and you have proficiency in a combination of two skills and/or tools, as shown on the table.

Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip when you cast it with this trait (choose when you select this race).

Cold Resistance. You have Resistance to Cold damage.

Darkvision. You have Darkvision with a range of 60 feet.

Sense Roil. You have Advantage on saving throws you make to avoid the effects of Hazards and weather.

Swimming. You have a Swim Speed equal to your Speed.

Merfolk Creeds
Creed Cantrip Spell List Proficiencies
Cosi Bard Sleight of Hand, Stealth
Emeria Druid Deception, Persuasion
Ula Wizard Navigator's Tools, Survival
Creedless Sorcerer Insight, Perception
Chapter 2 | Species
Paul Bonner

Ogre

Zendikari ogres live mainly on Akoum, but small populations exist on all continents. Ogre society, such as it is, revolves around leaders who gather small gangs (usually six to ten other ogres) to join them in pillaging, extorting, or slaving.

Despite their reputation for low intelligence, some ogres are clever. The ogres even have their own traditions of spellcasting. The use of red mana complements an ogre's fierce and angry tendencies, and some ogres can produce fiery spells and manipulate the volcanic forces of Akoum. Other ogres channel black mana to immerse themselves in necromancy and diabolism, accentuating their amoral nature and their willingness to enslave others for their own benefit.

Ogre Traits


  • Creature Type: Giant
  • Size: Medium
  • Speed: 35 feet

As a Ogre, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Giant Step. You can move through the space of any creature that is a size smaller than you, but you can't stop in the same space.

Heavy-Handed. When you hit with an Unarmed Strike and deal damage with it, you deal Bludgeoning damage equal to 1d6 plus your Strength modifier, instead of the normal damage of an Unarmed Strike.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

Chapter 2 | Species
Aleksi Briclot

Minotaur

Minotaurs on Zendikar are similar to their counterparts on other worlds. They appear as humanoid from the shoulders down, but have heads that resemble bovines. Some Zendikar minotaur have moose-like antlers rather than bull horns.

The minotaurs of Zendikar are known to be impulsive and aggressive. Some tribes are nothing more than beasts, not even cultivating their language. Other tribes, especially those on Ondu, are more intelligent. While still impulsive and aggressive, they are bound to their honor and will fight with discipline and follow orders if their reward is high enough. Minotaurs are known to practice shamanism and primitive forms of lithomancy to manipulate the earth and stone of Zendikar for survival.

Minotaur Traits


  • Creature Type: Monstrosity
  • Size: Medium
  • Speed: 35 feet

As a Minotaur, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Horns. You can use your horns to make Unarmed Strikes. When you hit with them and deal damage, you deal Piercing damage equal to 1d6 plus your Strength modifier, instead of the normal damage of an Unarmed Strike.

Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a Bonus Action.

Hammering Horns. When you hit a creature with your Horns as part of the Attack action or your Goring Rush trait on your turn, you can deal damage and also push the target 5 feet away from you. You can use this trait only once per turn.

Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

Chapter 2 | Species
Dave Kendall

Surrakar

The grey-skinned Surrakar are a race of hulking amphibian humanoids native to Bala Ged. They have the height of an average elf, but are heavier, with a dewlap hanging down from their chins, and long tails that drag on the ground. Their splayed feet and hands are webbed, and long tusks protrude from their large mouths.

Extremely ferocious, they are thought by many inhabitants of the plane to be nothing more than savage monsters, though some suspect that they have some intelligence and societal structure, and are known to collect and use weapons. Some can even master the use of magic.

The history of the Surrakar remains a mystery, even to them, and they typically seek little other than defending their home.

Surrakar Traits


  • Creature Type: Humanoid
  • Size: Medium
  • Speed: 30 feet

As a Surrakar, you have these special traits.

Amphibious. You can breathe air and water.

Bite. You can use your fanged maw to make Unarmed Strikes. When you hit with it and deal damage, you deal Piercing damage equal to 1d6 plus your Strength modifier, instead of the normal damage of an Unarmed Strike.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Natural Armor. While you aren't wearing armor, your base Armor Class equals 13 plus your Dexterity modifier.

Nature's Intuition. You gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Slippery Skin. You have Advantage on ability checks you make to end the Grappled condition.

Swimming. You have a Swim Speed equal to your Speed.

Chapter 2 | Species
Cristi Balanescu

Vampire

Born into ancient servitude and bred to a life of decadent corruption, the vampires of Zendikar feed on the energy in the blood of living creatures—an energy that is particularly strong in times of terror and pain. To members of the other races, vampires are a fearsome mystery and the stuff of nightmares, hunting their prey like beasts or reclining on thrones made of skulls in their moss-draped cities.

Vampire existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.

The vampires of Zendikar are not undead. Rather, their unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns protrude from their shoulders and elbows, often augmented by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.

Vampires dress in leather and the chitin carapaces of the gigantic insects that dwell in the swamps and jungles of their native Guul Draz, augmented with fine silk and gauzy fabric. They decorate their skin in elaborate, symmetrical patterns of red paint made from blood and mineral pigments. Their clothing is an odd mixture of complex layers and elaborate patterns combined with plenty of exposed skin, since their cold bodies are unaffected by the temperature around them.

Vampire Traits


  • Creature Type: Aberration
  • Size: Medium
  • Speed: 30 feet

As a Vampire, you have these special traits.

Bite. You can use your fanged maw to make Unarmed Strikes. When you hit with it and deal damage, you deal Piercing damage equal to 1d6 plus your Strength modifier, instead of the normal damage of an Unarmed Strike.

Bloodthirst. As a Bonus Action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain Temporary Hit Points equal to your Proficiency Bonus. A Humanoid killed by this Bite becomes a null (s).

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.

Darkvision. You have Darkvision with a range of 60 feet.

Life Span. You are immune to the effects of aging and can't be aged magically.

Necrotic Resistance. You have Resistance to Necrotic damage.

Unusual Nature. You don't need to eat or breathe. You need to drink blood instead of water.

Billy Christian

Classes

Character class provides a character's most exciting abilities. Characters of any class can be found on Zendikar, though some classes are rarer than others.

Classes in Zendikar

The following section provides guidelines on playing certain classes in Zendikar. The Artificer class appears in Tasha's Cauldron of Everything.

Artificers, especially those with the ability to work stone with magic (known as Stoneforgers), are highly prized among the kor. Other artificers can be found among the goblins, often incorporating hedrons into their craft.

Barbarians are most commonly found in Akoum, naturally attuned to the volatile red mana of the continent. They can also sometimes be found among the goblins, though rare.

Bards are known on Zendikar through the college traditions passed down by the elves of Joraga nation. They are known to recite chanter's epics, never-ending tales that keep their comrades’ minds alert to danger.

Clerics are common on Zendikar, though many simply channel aspects of white mana rather than revere deities. Since the arrival of Eldrazi, the worship of gods is uncommon on Zendikar. The Domains of Life and Light are common among humans and kor. Domains of Death and War can be found as traditions among the Vampires of Malakir.

Druids of all Circles are most common among the various nations of the elves, though some humans are known to study the arts. The giants of Turntimber are the only giants known to be inclined toward magic, and some believe they are the true originators of druidic arts from having studied the trees.

Fighters are found all across Zendikar, with warrior traditions among all the races and continents.

Monks are rare on Zendikar, but some who leave their homes in search of peace or knowledge might become wandering monks, learning to channel mana as ki.

Paladins are warriors who swear oaths of fealty. Many such knightly oaths were sworn during the Eldrazi invasion, and members of every race and every continent became paladins to defend their homes.

Rangers are most common in forested regions, such as Murasa and Turntimber. Typically, ranger conclaves are led and taught by the elves, but humans have also studied the ways of the ranger.

Rogues are most common in larger cities, such as Affa Town, Sea Gate, and Zulaport. These cities boast criminal underbellies and organizations where rogues feel right at home.

Sorcerers are spellcasters with innate magical abilities, and are often called shamans. Sorcerers of the Wild Magic origin would be the most common, while the Draconic Bloodline would draw its power from Akoum's hellkites.

Warlocks obtain the ability to cast spells and other magic from a patron. The Archfey patron might be filled by a powerful elemental such as Omnath or Ashaya, and the Fiend patron might be filled by one of Zendikar's foul demons. The Great Old One, however, would be most feared, as the role of that patron could only be filled by the Eldrazi.

Wizards are those who study ancient tomes and runes to obtain magical prowess, and can be found among every race and continent. The Arcane Tradition of Necromancy is openly practiced by the elves of Mul Daya to communicate with their ancestors.

Daarken

Sorcerer Subclass

At level 3, a Sorcerer gains a choice of Sorcerer subclass. The following section details the Stone Sorcery subclass, an update for the Stone Sorcery subclass from Unearthed Arcana 28 - Sorcerer.

Stone Sorcery

Channel the Element of Earth


Your link to earth magic grants you extraordinary resilience. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes. On Zendikar, your magic is intimately connected to the mana of Zendikar and the Roil, the periodic volatility of nature and the plane's climate.

Level 3: Stone's Durability

Your connection to stone gives you extra fortitude. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.

Parts of you are also covered by stony protrusions. While you aren't wearing armor, your base Armor Class equals 13 plus your Constitution modifier.

Level 3: Stone Spells

When you reach a Sorcerer level specified in the Stone Spells table, you thereafter always have the listed spells prepared. Spells marked with an asterisk appear in chapter 5.

Stone Spells
Sorcerer Level Spells
3 Earth Tremor,* Searing Smite, Stone Shield,* Stonefist*
5 Earthbind,* Earthen Grasp*
7 Meld Into Stone, Wall of Sand*
9 Stone Shape, Stoneskin

Level 6: Stone Aegis

As a Bonus Action, you can grant an aegis to one ally you can see within 60 feet of you. While the aegis lasts, any Bludgeoning, Piercing, or Slashing damage the target takes is reduced by an amount equal to your Proficiency Bonus. The aegis lasts for 1 minute, until you use this feature again, or until you have the Incapacitated condition or die.

When an enemy that you can see within 60 feet of you hits the target of your aegis with a melee attack, you can take a Reaction to teleport to an unoccupied space you can see within 5 feet of the attacker, provided both you and the attacker are touching the same surface. You can make one melee attack against the enemy as part of the same Reaction. If your attack hits, it deals an extra 1d10 Force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

Level 14: Stone's Edge

When you damage a creature with a spell, you can cause the creature to take extra Force damage equal to half your Sorcerer level. You can use this feature only once per spell.

Level 18: Earth Master's Aegis

When you use your Stone’s Aegis to protect an ally, you can choose up to three allies to gain its benefits.

Chapter 3 | Classes

Wizard Subclass

At level 3, a Wizard gains a choice of Wizard subclass. The following section details the Transmuter subclass, an update for the School of Transmutation subclass from the 2014 Player's Handbook.

Transmuter

Discover the Transformative Power of Alchemy


You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Level 3: Transmutation Savant

Choose two Wizard spells from the Transmutation school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Transmutation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Minor Transformation

As a Magic action, you touch a nonmagical object no larger than a 5-foot cube and transform it into another nonmagical object of a similar size and weight and of equal or lesser value. The new object must be of a form you have seen. The new object is composed of the same material as the original object (vegetable matter, stone, metal, and the like). The transformation lasts for 1 hour.

Level 6: Transmuter's Stone

When you finish a Long Rest, you can create a transmuter's stone that stores transmutation magic. A creature holding or carrying the stone gains its benefits. When you create the stone, choose the benefit from the following options:


  • Darkvision. The creature gains Darkvision with a range of 60 feet.
  • Movement. The creature's Speed increases by 10 feet.
  • Sturdiness. The creature has Advantage on Constitution saving throws
  • Resistance. The creature has Resistance to a damage type, chosen when you choose this benefit: Acid, Cold, Fire, Lightning, or Thunder.

Whenever you cast a level 1+ spell from the Transmutation school, you can change the effect of your stone if you are holding or carrying it.

If you create a new transmuter's stone, the previous one ceases to function.

Level 10: Shapechanger

You know the Polymorph spell and always have it prepared. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you cast the spell, you can modify it so that it shape-shifts the target into a nonmagical object instead of a Beast. If you do, the target transforms along with whatever it is wearing and carrying into the object's form, as long as the object's size is no larger than the creature's size and its value is no greater than 50 GP. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.

Level 14: Master Transmuter

As a Magic action, you can consume the reserve of transmutation magic stored within your transmuter's stone, choosing one of the following effects. The transmuter's stone is destroyed in the process.


  • Panacea. You touch a creature with the transmuter's stone and end all curses and the Poisoned condition on the creature. The creature also regains all its Hit Points.
  • Restore Life. You cast the Raise Dead spell, without expending a spell slot.
  • Restore Youth. You touch a willing creature with the transmuter's stone, and that creature's age is reduced by 1d10 years, to a minimum of 18 years.
  • Transmute Gold. You touch one Medium or smaller object composed entirely of wood, stone, iron, copper, or silver with the transmuter's stone. The object transforms into one composed entirely of gold.
Eric Deschamps
Pindurski

Magic Items

This section presents a selection of magic items for your Zendikar adventure or campaign. DMs can use the magic items in this section as a reward. Some of these items might be available for purchase in towns using the Magic Items for Sale table below.

Magic Items for Sale
Item Rarity Cost
Basilisk Collar Very Rare 40,000 GP
Goblin War Paint Common 20 GP
Hammer of Ruin Rare 4,000 GP
Kitesail Uncommon 400 GP
Pathway Arrows (20) Uncommon 200 GP
Razor Boomerang Common 40 GP
Sphinx-Bone Wand Very Rare 40,000 GP
Spidersilk Net Common 40 GP

Basilisk Collar

Wondrous Item, Very Rare (Requires Attunement)

The collar has 4 charges and regains 1d4 charges expended daily at dawn. While wearing the collar, you can take a Reaction when you hit a creature with an Unarmed Strike to expend 1 charge and cast the Flesh to Stone spell on the target.

Goblin War Paint

Wondrous Item, Common

As a Magic action, you can apply the paint to yourself or a willing creature you can touch, giving the target Immunity to the Frightened condition for 1 hour. The effect ends early if the paint is washed off or submerged.

Hammer of Ruin

Weapon (Warhammer), Rare (Requires Attunement)

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

As a Magic action, you can strike the weapon against a nonmagical object that isn't being worn or carried to destroy that object, or a 5-foot Cube portion of the object if it is Large or larger. This property of the weapon can't be used again until the next dawn.

Kitesail

Wondrous Item, Uncommon

A kitesail is a mechanical frame with wing-like sails that can be worn by a Medium or Small Humanoid creature. While wearing the kitesail, you have a Fly speed of 40 feet, provided your weight (including whatever you are wearing or carrying) doesn't exceed 300 pounds. To use this Fly speed, you must have two hands free.

Lorenzo Lanfranconi

Pathway Arrows

Ammunition, Uncommon

The arrowhead of a pathway arrow is carved from hedron stones, which were onced used as part of a plane-wide prison network for the Eldrazi.

When you hit an Eldrazi with a ranged attack using this magic ammunition, the target must succeed on a DC 17 Constitution saving throw or have the Paralyzed condition until the end of your next turn.

Razor Boomerang

Weapon (Club), Common

A razor boomerang is a metal weapon designed to fly through the air and return to the thrower.

This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It deals an extra 1d4 Slashing damage to any creature it hits. Immediately after you make a ranged attack with the weapon, it flies back to your hand.

Sphinx-Bone Wand

Wand, Very Rare (Requires Attunement by a Spellcaster or Sphinx

While holding this wand, you can use it as a spellcasting focus for your spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells.

The wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 or more of its charges and cast one of the following spells from it: Banishment (4 charges), Detect Magic (1 charge), Freedom of Movement (4 charges), Tongues (3 charges), Zone of Truth (2 charges).

While attuned to the wand and holding or wearing it, you gain the following benefits:


  • Deceptive. You have Advantage on Charisma (Deception) checks.
  • Inscrutable. You are immune to any effect that would sense your emotions or read your thoughts.
  • Mind Shield. You have Advantage on saving throws you make to avoid the effects of spells from the Divination school.

Spidersilk Net

Wondrous Item, Common

This magic Net is woven from spidersilk from a giant spider. When you target a creature with it, the target can be within 30 feet of you. The target has Disadvantage on any ability check or saving throw it makes to avoid or escape the Net.

Spidersilk Net(2014)

Weapon (Net), Common

This magic weapon has a long range of 30 feet. Ranged attacks you make using the weapon have Advantage, and creatures Restrained by it have Disadvantage on ability checks they make to end its effects.

Chapter 5 | Spells

Spells

Magic functions on Zendikar as it does in most other D&D settings. Like other planes in the Magic: the Gathering multiverse, the plane has its own mana that spellcasters draw from to cast spells. This chapter provides descriptions of common spells throughout Zendikar.

Spell Descriptions

The spells are presented in alphabetical order. If a spell in this chapter has the same name as a spell from another book, use the version of the spell presented in this chapter.

Some spells appear on the Artificer spell list. The Artificer class is from Tasha's Cauldron of Everything.

Disenchant

Level 3 Abjuration (Artificer, Bard, Cleric, Druid, Paladin, Wizard)


  • Casting Time: Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Target one magic item you can see within range and make an ability check using your spellcasting ability. The DC is determined by the item's rarity, as shown in the Disenchantment table. On a success, the target's magical properties are suppressed for the duration. Artifacts aren't affected by this spell.

Disenchantment
Item Rarity DC
Common 10
Uncommon 13
Rare 16
Very Rare 18
Legendary 20

Disfigure

Level 5 Necromancy (Artificer, Sorcerer, Wizard)


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Your touch corrodes and destroys the body. The target must succeed on a Constitution saving throw or suffer a lingering injury (see Injuries in the 2014 Dungeon Master's Guide).

Distortion Strike

Level 5 Conjuration (Artificer, Bard, Cleric, Paladin, Ranger)


  • Casting Time: Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You become surrounded by distorting energy for the duration. On each of your subsequent turns, you can take a Bonus Action to teleport to an unoccupied space you can see within 30 feet of you.

Earth Tremor

Level 1 Evocation (Bard, Druid, Sorcerer, Wizard)


  • Casting Time: Action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You cause a tremor on the ground in a 10-foot-radius circle centered on a point you can see within range. For the duration, the ground in the area is Difficult Terrain.

Each creature (other than you) in the area when you cast the spell must make succeed on a Dexterity saving throw or take 1d6 Bludgeoning and have the Prone condition.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Earthbind

Level 2 Transmutation (Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: Action
  • Range: 300 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must succeed on a Strength saving throw or its Fly Speed is reduced to 0 feet for the duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Chapter 5 | Spells

Earthen Grasp

Level 2 Transmutation (Sorcerer, Wizard)


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S, M (a miniature hand sculpted from clay)
  • Duration: Concentration, up to 1 minute

You create a Medium hand made from earth in an unoccupied space you can see within range. The hand lasts for the duration and occupies its space. It is an object that has AC 17, 30 Hit Points, and Immunity to Poison and Psychic damage. If it drops to 0 Hit Points, the spell ends.

When you cast the spell and as a Magic action on your later turns, you can cause the hand to attempt to grapple a Large or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw or take 2d6 Bludgeoning damage and have the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Magic action to cause the hand to crush it, dealing 2d6 Bludgeoning damage to the target.

As a Magic action on your later turns, you can move the hand up to 30 feet. The hand releases a Grappled target when you do so.

Fissure Vent

Level 3 Transmutation (Artificer, Cleric, Druid, Sorcerer)


  • Casting Time: Action
  • Range: 120 feet
  • Components: V, S, M (a pinch of clay)
  • Duration: Concentration, up to 1 minute

You open a fissure at a point on the ground that you can see within range, which lasts for the duration. The fissure is 1d10 × 10 feet deep, 10 feet wide, and up to 60 feet long. A creature in the same space as the fissure when it appears must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

Immolation

Level 5 Evocation (Artificer, Sorcerer, Wizard)


  • Casting Time: Action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 8d6 Fire damage and is immolated for the duration. On a successful save, the target takes half as much damage only.

An immolated target sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 Fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash. The target can be revived only by a True Resurrection or a Wish spell.

Kor Chant

Level 1 Enchantment (Bard, Sorcerer, Warlock)


  • Casting Time: Reaction, which you take when you see an enemy within 60 feet of yourself make an attack roll
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You recite a mind–affecting Kor rite directed at the triggering enemy. The enemy makes a Wisdom saving throw. On a failed save, the enemy changes the target of its attack to another creature that you mentally choose. The new target must be within the reach or range of the triggering attack.

Maddening Cacophony

Level 3 Enchantment (Bard, Sorcerer, Warlock, Wizard)


  • Casting Time: Action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous

You whisper ancient words of power into the mind of one creature you can see within range. The target must succeed on a Wisdom saving throw or be afflicted with Short Term Madness for the duration (determined randomly; see "Madness" in the 2014 Dungeon Master's Guide).

Stone Shield

Level 1 Conjuration (Cleric, Druid, Ranger, Sorcerer, Wizard)


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a low wall of unworked stone on the ground at a point you can see within range. The wall is an object that is 5 feet long, 3 feet high, and 2 inches thick. Its area is Difficult Terrain and provides Half Cover. The wall lasts for the duration or until it is destroyed (AC 17; HP 14 + the spell's level; Immunity to Poison and Psychic damage).

Using a Higher-Level Spell Slot. The length of the wall increases by 5 feet for each spell slot level above 1.

Stonefist

Level 1 Conjuration (Artificer, Druid, Ranger, Sorcerer, Wizard)


  • Casting Time: Action
  • Range: 120 feet
  • Components: V, S, M (a pebble)
  • Duration: Instantaneous

You conjure a fist made of stone and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 Bludgeoning damage and has the Prone condition.

Chapter 5 | Spells

Summon Ooze

Level 3 Conjuration (Artificer, Druid, Ranger, Warlock, Wizard)


  • Casting Time: Action
  • Range: 90 feet
  • Components: V, S, M (a vial of slime worth 300+ GP)
  • Duration: Concentration, up to 1 hour

You call forth an Ooze spirit. It manifests in an unoccupied space that you can see within range and uses the Ooze Spirit stat block. When you cast the spell, choose Adhesive, Corrosive, or Gelatinous. The creature resembles an Ooze with the chosen property, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

Umbra Armor

Level 4 Conjuration (Bard, Druid, Ranger, Sorcerer)


  • Casting Time: Action
  • Range: Self
  • Components: V, S, M (a bit of fur or skin from the kind of animal whose visage you summon)
  • Duration: 1 minute

You summon the ethereal visage of a Beast that has a Challenge Rating of 1 or lower, which appears as an aura around you. When the visage appears, you gain Temporary Hit Points equal to the Beast's Hit Points, which are lost when the spell ends. While you have these Temporary Hit Points, your Speed is replaced by the Beast's Speed, and you gain any Climb, Fly, or Swim Speed the Beast has.

Wall of Sand

Level 3 Evocation (Wizard)


  • Casting Time: Action
  • Range: 90 feet
  • Components: V, S, M (a handful of sand)
  • Duration: Concentration, up to 10 minutes

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. Its area is Heavily Obscured and Difficult Terrain.

Ooze Spirit

Medium Ooze, Neutral


  • AC 11 + the spell's level
  • HP 30 + 10 for each spell level above 3
  • Speed 20 ft., Climb 20 ft. (Adhesive only)
MOD SAVE
Str 16 +3 +3
Int 2 –4 –4
MOD SAVE
Dex 6 –2 –2
Wis 6 –2 –2
MOD SAVE
Con 16 +3 +3
Cha 1 –5 –5

  • Immunities Acid (Corrosive only); Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 60 ft. (Blinded beyond this radius), Passive Perception 8
  • Languages Understands the languages you know
  • CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Amorphous (Adhesive and Corrosive Only). The spirit can move through a space as narrow as 1 inch without spending extra movement to do so.


Corrode (Corrosive Only). A nonmagical weapon that hits the spirit takes a –1 penalty to damage rolls until the end of the spirit's next turn.


Spider Climb (Adhesive Only). The spirit can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions

Psuedopod. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 4d6 + 3 + the spell's level Bludgeoning damage, plus 1d6 Acid damage.


Engulf (Gelationous Only). Dexterity Saving Throw: DC equals your spell save DC, one creature within 5 feet. Failure: The target is engulfed by the spirit. While engulfed, the target can't breathe, has the Blinded and Restrained conditions, and takes damage equal to the spell's level at the start of each of your turns. When the spirit moves, the engulfed target moves with it.

The spirit can have only one creature engulfed at a time. To escape, the engulfed creature or a creature within 5 feet of it must take an action to make a Strength (Athletics) check against your spell save DC. On a success, the engulfed creature is freed and enters a space of its choice within 5 feet of the spirit.

Appendix A | Monsters

Appendix A: Monsters

This chapter provides stat blocks for unique Monsters and NPCs who can be found in Zendikar, to be used by the Dungeon Master. See the rules glossary in the Revised Player's Handbook, or the Monster Manual, for how to read a stat block.

When the Dungeon Master uses a stat block, they may change details in it.

The Zendikar Monsters table lists every creature in this chapter, along with that creature's creature type and Challenge Rating (CR).

Stat Block Descriptions

The following stat blocks are presented in alphabetical order.

Mark Tedin
Zendikar Monsters
Creature Creature Type CR
Archon of Redemption Celestial 10
Angel of Zendikar Celestial 5
Baloth Beast 5
Caustic Crawler Beast 2
Dragon (Zendikar) Dragon 10
Drake Beast 1
Eldrazi
 Emrakul Aberration 30
 Kozilek Aberration 23
 Emrakul Ulamog 23
Felidar Celestial 5
Gloomhunter Beast 1/4
Gnarlid Beast 1
Gomazoa Monstrosity 5
Haze Frog Beast 1/4
Hedron Crawler Construct 1
Hellion Monstrosity 11
Hurda Giant 5
Kraken Monstrosity 13
Lagac Lizard Beast 1/4
Null Undead 1/2
Ogre Giant 2
Ogre Diabolist Giant 7
Scythecat Beast 2
Serpent Beast 2
Shadowcat Beast 3
Sphinx Monstrosity 17
Stonework Beast Construct 1/4
Surrakar Humanoid 1/2
Terastodon Beast 6
Terra Stomper Beast 8
Timbermaw Monstrosity 2
Troll Giant 5
Wurm Monstrosity 15
Appendix A | Monsters
Ryan Pancoast

Archon of Redemption

Large Celestial, Lawful Neutral

AC 17

HP 136 (16d8 + 64)

Speed 40 ft., Fly 90 ft.

Initiative +4 (14)

MOD SAVE
Str 18 +4 +4
Int 17 +3 +3
MOD SAVE
Dex 18 +4 +4
Wis 20 +5 +9
MOD SAVE
Con 18 +4 +4
Cha 20 +5 +9

  • Skills Insight +9, Perception +9
  • Resistances Radiant; Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Immunities Charmed, Exhaustion, Frightened
  • Senses Darkvision 120 ft., Passive Perception 19
  • Languages All, Telepathy 120 ft.
  • CR 10 (XP 5,900; PB +4)

Traits

Magic Resistance. The archon has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The archon makes one Sword attack and one Claws attack.


Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 8 (1d8 + 4) magical Slashing damage plus 13 (3d8) magical Radiant damage.


Claws. Melee Attack Roll: +8, reach 10 ft. Hit: 11 (2d6 + 4) magical Piercing damage plus 13 (3d8) magical Radiant damage.


Spellcasting. The archon casts one of the following spells, requiring only Verbal components and using Charisma as the spellcasting ability (spell save DC 17):


At will: detect evil and good
1/day each: destructive wave, geas, lesser restoration

Archons

Habitat: Any; Treasure: Arcana


Like angels, archons are incarnations of white mana. They serve the archangels as embodiments of white mana’s harsher aspects: a rigid sense of justice and a ruthless execution of punishment for those who defy the law. The appearance of the archons is deceptive: they look like hooded humans riding winged lions, but they are single creatures with just one mind and will.

Appendix A | Monsters
Joshua Raphael

Angel of Zendikar

Medium Celestial, Lawful Good

AC 18

HP 66 (12d8 + 12)

Speed 30 ft., Fly 90 ft.

Initiative +1 (11)

MOD SAVE
Str 16 +3 +3
Int 11 +0 +0
MOD SAVE
Dex 12 +1 +1
Wis 17 +3 +6
MOD SAVE
Con 13 +1 +1
Cha 18 +4 +7

  • Skills Insight +6, Perception +6
  • Resistances Radiant
  • Immunities Charmed, Exhaustion, Frightened
  • Senses Darkvision 120 ft., Passive Perception 16
  • Languages All
  • CR 5 (XP 1,800; PB +3)

Traits

Flyby. The angel doesn't provoke Opportunity Attacks 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 Staff attacks and uses Battlefield Inspiration.


Staff. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage 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.


Battlefield Inspiration. The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel's next turn, each target can add a d4 to its attack rolls and saving throws.

Angels

Habitat: Any; Treasure: Relics


The angels of Zendikar are living manifestations of white mana, and they embody its inherent tendencies toward morality and order. Peace and harmony are their goals, though they are more concerned with reestablishing the natural order of the plane than with interfering in disputes between the lowly mortal races. Angels appear similar to female humans possessing two, four, or six feathered wings. Their eyes glow with inner light, and glowing golden rings surround their heads—usually positioned to cover their eyes.

The angels were among the first creatures that attempted to mount a resistance against the first stirring of the Eldrazi but were easily defeated. This is why they wear their halos down over their eyes, symbolizing their blindness to the Eldrazi's atrocities and their powerlessness to aid their world.

Zendikar’s people consider the angels to be aloof but benevolent. Their resistance to the Eldrazi broods in the ancient past is vaguely remembered in the myths of the humans, kor, and merfolk. Humans in particular venerate angels as divine protectors because of those myths.

Appendix A | Monsters
Matt Stewart

Baloth

Huge Beast, Unaligned

AC 13

HP 95 (10d12 + 30)

Speed 50 ft., Climb 30 ft.

Initiative –1 (9)

MOD SAVE
Str 22 +6 +6
Int 2 –4 –4
MOD SAVE
Dex 9 –1 –1
Wis 11 +0 +0
MOD SAVE
Con 17 +3 +3
Cha 5 –3 –3

  • Senses Passive Perception 10
  • Languages None
  • CR 5 (XP 1,800; PB +3)

Actions

Claw. Melee Attack Roll: +9, reach 5 ft. Hit: 24 (4d8 + 6) Slashing damage. If the baloth moved at least 20 feet straight toward the target immediately before the hit, the target also has the Prone condition.


Deadly Leap (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature within 5 feet. Faluire: The target has the Prone condition. Success: The target is pushed up to 5 feet away from the baloth.

Bonus Actions

Trample. Dexterity Saving Throw: DC 17, one creature within 5 feet that has the Prone condition. Failure: 22 (3d10 + 6) Bludgeoning damage.

Baloths

Habitat: Forest, Mountain; Treasure: None


Baloths are perhaps the most distinctive of Zendikar’s beasts. They are muscular, omnivorous hunters covered in horns, spines, and plates of various shapes. The woodcrasher baloths of the Turntimber forest are surprisingly agile, leaping from tree to tree by usingtheir great claws to clutch each spiraling trunk. The leatherback baloths of Ora Ondar are heavier and keep to the ground, where their thick, plated hide protects them from danger. Baloth herds occasionally stampede across the Onduan plains—and do so more frequently since the rise of the Eldrazi, as if sharing in Zendikar’s anger.

Appendix A | Monsters
Raymond Swanland

Caustic Crawler

Large Beast, Unaligned

AC 14

HP 39 (6d10 + 6)

Speed 30 ft., Burrow 10 ft.

Initiative +0 (10)

MOD SAVE
Str 17 +3 +3
Int 1 –5 –5
MOD SAVE
Dex 11 +0 +0
Wis 13 +1 +1
MOD SAVE
Con 13 +1 +1
Cha 6 –2 –2

  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages None
  • CR 2 (XP 450; PB +2)

Traits

Tunneler. The crawler can burrow through solid rock at half its Burrow speed and leaves a 5-foot-diameter tunnel in its wake.

Actions

Bite. Melee Attack Roll: +5, reach 5 ft.. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is Large or smaller, it also has the Grappled condition (escape DC 13). Until this Grapple ends, the crawler has Advantage on Bite attacks against the grappled creature, can't use its Bite attack against another target, and can't use Acid Spray.


Acid Spray (Recharge 6). Dexterity Saving Throw: DC 13, each creature in a 30-foot line. Failure: 10 (3d6) Acid damage, and the target takes a –1 penalty to its AC until the end of its next turn. Success: Half damage only.

Caustic Crawlers

Habitat: Underdark; Treasure: Relics


The gigantic, ant-like caustic crawlers shape burrows from stone with their acidic saliva, creating strangely smooth walls. Novice explorers can mistake the acid-carved stone lairs for ancient ruins.

Appendix A | Monsters
Jaime Jones

Dragon

Large Dragon, Unaligned

AC 18

HP 178 (17d10 + 85)

Initiative +0 (10)

Speed 40 ft., Climb 40 ft., Fly 80 ft.

MOD SAVE
Str 23 +6 +6
Int 8 –1 –1
MOD SAVE
Dex 10 +0 +4
Wis 11 +0 +4
MOD SAVE
Con 21 +5 +9
Cha 19 +4 +8

  • Skills Perception +8, Stealth +4
  • Immunities Fire
  • Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
  • Languages Understands Ancient Kor but can't speak
  • CR 10 (XP 5,900; PB +4)

Actions

Multiattack. The dragon makes three Rend attacks.


Rend. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage.


Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone or 60-foot Line (the dragon's choice). Failure: 56 (16d6) Fire damage, and the target starts burning. Success: Half damage.

Dragons

Habitat: Mountain; Treasure: Relics


A dragon is an enormous reptilian monster with thick, tough scales and leathery wings. Sharp spines or thick plates run down its back, and most dragons have large horns. A dragon’s body has a vaguely feline shape, with a long neck supporting a large head, and a long, thick tail lashing behind it. Its four legs end in sharp claws that are deadly weapons, and its mouth is full of sharp teeth. Even a young dragon is larger than a powerful warhorse, and the largest are on par with some of the larger Eldrazi.

A dragon’s most fearsome aspect is its ability to exhale a blast of fire from its mouth. As it draws breath, a red glow like that of molten metal forms around its mouth, and is sometimes visible in its neck and chest as well. The fire then erupts in a long stream or a broad cone, shaped by the dragon as it chooses. A dragon might strafe the ground with fire as it flies overhead, covering as much ground—and incinerating as many foes—as possible. A grounded dragon turns its head back and forth as it breathes, blanketing its foes in flame or creating a barrier of burning earth to cover its retreat.

Appendix A | Monsters
Bayard Wu

Drake

Large Beast, Unaligned

AC 13

HP 26 (4d10 + 4)

Speed 10 ft., Fly 80 ft.

Initiative +3 (13)

MOD SAVE
Str 16 +3 +3
Int 2 –4 –4
MOD SAVE
Dex 17 +3 +3
Wis 14 +2 +2
MOD SAVE
Con 13 +1 +1
Cha 5 –3 –3

  • Skills Perception +6
  • Senses Passive Perception 16
  • Languages None
  • CR 1 (XP 200; PB +2)

Traits

Flyby. The drake doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.

Actions

Multiattack. The drake makes two Rend attacks.


Rend. Melee Attack Roll: +5, reach 5 ft.. Hit: 8 (2d4 + 3) Slashing damage.

Drakes

Habitat: Mountain; Treasure: None


Drakes are superficially similar to hellkites, with reptilian bodies and large, leathery wings. They have only two legs, though. They are strongly associated with blue mana, the air, and the sea, rather than the dragons’ mountains and fire. Many drakes are found in Akoum, but they typically live at higher altitudes and farther north than the dragons there.

Appendix A | Monsters

Eldrazi

Habitat: Any; Treasure: None


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

The Titans

Three monstrous Eldrazi titans were bound on Zendikar in eons past: Ulamog, Kozilek, and Emrakul. In their true forms, these titans are huge, alien leviathans made up of an immaterial substance akin to the Æther. The ancient Planeswalkers forced them into material forms in order to bind them on Zendikar using the hedrons.

The Broods

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

Eldrazi Monsters

The best way to represent Eldrazi in D&D terms is to adapt a variety of monster statistics to reflect the diversity of these creatures. Almost any demon or aberration could represent an Eldrazi, and bizarre fungus monsters, oozes, or monstrosities can work as well.

The Eldrazi Monsters table lists suggestions for stat blocks from the Monster Manual (2014) to represent various kinds of Eldrazi.

Eldrazi Monsters
Eldrazi Monster
Spawn cockatrice, dretch, gas spore, rust monster, troglodyte
Drone barlgura, carrion crawler, chuul, gibbering mouther, grell, hook horror, nothic, otyugh, umber hulk
Servitor aboleth, beholder, cloaker, goristro, mind flayer, spirit naga, yochlol

If you take a monster stat block from the Monster Manual and adapt it as an Eldrazi, change its Creature Type to Aberration, then add features from the Eldrazi Features table to its stat block. You can roll on the table or choose a feature that matches the Eldrazi's brood. If the monster's AC, Hit Points, attack bonus, or damage changes, recalculate its Challenge Rating.

Eldrazi Features
1d12 Trait Brood
1 Armor Class 17 Any
2 Climb Speed equal to Speed Any
3 Drain Life Any
4 Extra Limb Any
5 Blindsight with a range of 30 feet Ulamog
6 Freedom of Movement Kozilek
7 Fly speed equal to Speed Emrakul
8 Ingest Magic Ulamog
9 Magic Resistance Ulamog
10 Natural Weapon Any
11 Swim Speed equal to Speed Any
12 Twist Loyalty Kozilek

Trait Descriptions

The traits are listed in alphabetical order.

Drain Life. The monster gains the following action: Constitution Saving Throw: DC 8 plus the monster's Constitution modifier and Proficiency Bonus, one creature within 5 feet. Failure: 1d6 + PB Necrotic damage, and the monster gains Temporary Hit Points equal to the Necrotic damage taken.

Extra Limb. The monster grows an extra limb and can take the Utilize action as a Bonus Action.

Freedom of Movement. The monster's movement is unaffected by Difficult Terrain, and its Speed can't be reduced. It has immunity to the Grappled, Paralyzed, and Restrained conditions.

Ingest Magic. The monster targets one magic item it can see within 120 feet of it. If the magic item isn't an artifact, its magical properties are suppressed for 10 minutes, or until the monster has the Incapacitated condition or dies.

Magic Resistance. The monster has Advantage on saving throws against spells and other magical effects.

Natural Weapon. The monster grows claws, fangs, tentacles, or some other natural weapon. Its Unarmed Strikes deal 1d6 plus its Strength modifier damage of a type you think is appropriate for the weapon.

Twist Loyalty. The monster can cast the Crown of Madness spell twice a day, requiring no components and using Wisdom as the spellcasting ability.

Appendix A | Monsters
Jaime Jones

Emrakul

Gargantuan Aberration (Eldrazi), Lawful Neutral

AC 25

HP 676 (33d20 + 330)

Initiative +0 (10)

Speed 40 ft., Fly 40 ft. (hover)

MOD SAVE
Str 30 +10 +10
Int 20 +5 +5
MOD SAVE
Dex 11 +0 +0
Wis 11 +0 +9
MOD SAVE
Con 30 +10 +10
Cha 11 +0 +9

  • Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks; Charmed, Frightened, Paralyzed, Poisoned
  • Senses Blindsight 120 ft., Passive Perception 15
  • Languages Telepathy 150 ft.
  • CR 30 (XP 155,000; PB +9)

Traits

Alien Mind. Intelligence Saving Throw: DC 20, one creature that tries to read Emrakul's thoughts or deal Psychic damage to it. Failure: The target has the Stunned condition for 1 minute. The Stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Gravity Distortion. The area beneath Emrakul is affected by the Reverse Gravity spell, up to 100 feet below its space.


Conscription. Constitution Saving Throw: DC 20, each creature that isn't an Eldrazi that starts its turn within 30 feet of Emrakul. Failure: The target has the Exhaustion condition. If a creature dies from this Exhaustion, it immediately transforms into an Eldrazi under Emrakul's control, regaining all its Hit Points and gaining Immunity to the Exhaustion condition. The transformation can be undone only by a Wish spell. Success: The creature is immune to Emrakul's Conscription for 24 hours.


Legendary Resistance (3/day). If Emrakul fails a saving throw, it can choose to succeed instead.


Magic Resistance. Emrakul has Advantage on saving throws against spells and other magical effects.


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

Actions

Multiattack. Emrakul makes five Grasp attacks, each of which it can replace with one use of Fling.


Tentacle. Melee Attack Roll: +19, reach 30 ft.. Hit: 37 (5d10 + 10) Bludgeoning damage, and the target has the Grappled condition (escape DC 20). While Grappled, the creature also has the Restrained condition. Emrakul has ten tentacles, each of which can grapple one target.


Fling. One Large or smaller creature Grappled by Emrakul is thrown in a Line up to 60 feet in a random direction and has the Prone condition. If a thrown target strikes a solid surface, the target takes 3 (1d6) Bludgeoning damage for every 10 feet it was thrown. Dexterity Saving Throw: DC 18, each creature in the Line. Failure: 3 (1d6) Bludgeoning damage for every 10 feet the Grappled creature was thrown, and the target has the Prone condition.

Reactions

Emrakul can take up to three Reactions per round but only one per turn.


Consume Spawn. Trigger: Another eldrazi ends its turn within 5 feet of Emrakul. Response: Emrakul destroys the eldrazi and regains 10 Hit Points.


Tentacle Retaliation. Trigger: Emrakul takes damage. Response: Emrakul makes one Tentacle attack or uses Fling.

Appendix A | Monsters
Aleksi Briclot

Kozilek

Gargantuan Aberration (Eldrazi), Lawful Neutral

AC 18

HP 472 (27d20 + 189)

Speed 40 ft.

Initiative +0 (10)

MOD SAVE
Str 30 +10 +17
Int 22 +6 +13
MOD SAVE
Dex 11 +0 +7
Wis 18 +4 +11
MOD SAVE
Con 25 +7 +14
Cha 20 +5 +5

  • Immunities Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks; Charmed, Grappled, Frightened, Paralyzed, Restrained
  • Senses Truesight 120 ft., Passive Perception 14
  • Languages understands all languages but doesn't speak
  • CR 23 (XP 50,000; PB +7)

Traits

Freedom of Movement. Kozilek's movement is unaffected by Difficult Terrain, and its Speed can't be reduced.


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

Actions

Multiattack. Kozilek makes three Slam attacks. It can replace one Slam attack with a use of Warp.


Slam. Melee Attack Roll: +17, reach 30 ft.. Hit: 20 (3d6 + 10) Bludgeoning damage, and the target has the Stunned condition until the start of its next turn.


Warp. Constitution Saving Throw: DC 20, one Large or smaller creature within 90 feet. Failure: (6d6) Force damage, and the target is teleported to an unoccupied space within 60 feet of Kozilek and has the Prone condition.


Spellcasting. Kozilek casts one of the following spells, requiring no components, using Intelligence as the spellcasting ability (spell save DC 21):


At Will: Confusion, Dissonant Whispers (level 9 version), Dominate Beast, Dominate Person, Hallucinatory Terrain
1/day: Polymorph

Reactions

Kozilek can take up to three Reactions per round but only one per turn.


Cast a Spell. Trigger: Another creature Kozliek can see ends its turn. Response: Kozilek uses Spellcasting (At Will spells only).


Consume Spawn. Trigger: Another eldrazi ends its turn within 5 feet of Kozilek. Response: Kozilek destroys the eldrazi and regains 10 Hit Points.


Slam Retaliation. Trigger: Kozilek is hit by a melee attack. Response: Kozilek makes one Slam attack.


Warp Retaliation. Trigger: Kozilek is hit by a ranged attack. Response: Kozilek uses Warp.

Appendix A | Monsters
Michael Komarck

Ulamog

Gargantuan Aberration (Eldrazi), Lawful Neutral

AC 22

HP 328 (16d20+160)

Speed 50 ft.

Initiative +5 (15)

MOD SAVE
Str 30 +10 +17
Int 21 +5 +12
MOD SAVE
Dex 21 +5 +5
Wis 22 +6 +13
MOD SAVE
Con 30 +10 +10
Cha 27 +8 +15

  • Immunities Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks; Blinded, Charmed
  • Senses Truesight 120 ft. (blind beyond this radius), Passive Perception 16
  • Languages understands all languages but doesn't speak
  • CR 23 (XP 50,000; PB +7)

Traits

Legendary Resistance (3/day). If Ulamog fails a saving throw, it can choose to succeed instead.


Magic Absorption. Ulamog has Advantage on saving throws against spells and other magical effects. If Ulamog succeeds on its saving throw against a spell or a spell's attack roll misses it, it regains 10 Hit Points.


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

Actions

Slam. Melee Attack Roll: +17, reach 10 ft. Hit: 31 (6d6 + 10) magical Bludgeoning damage, and the target has the Prone condition.


Ingest Mana (Recharge 5–6). Ulamog targets one creature, object, or magical effect within 120 feet. Any spell of 6th level or lower on the target ends. If the target is a spellcasting creature, it expends one spell slot of the highest level among unexpended spell slots it has remaining. If the target is a magic item, its magical properties are suppressed for 1 minute unless it is an Artifact.

Reactions

Ulamog can take up to three Reactions per round but only one per turn.


Consume Spawn. Trigger: Another eldrazi ends its turn within 5 feet of Ulamog. Response: Ulamog destroys the eldrazi and regains 10 Hit Points.


Slam Retaliation. Trigger: Ulamog takes damage. Response: Ulamog makes one Slam attack.

Appendix A | Monsters
Kimonas Theodossiou

Felidar

Large Celestial, Lawful Good

AC 12

HP 67 (9d10 + 18)

Speed 50 ft.

Initiative +2 (12)

MOD SAVE
Str 18 +4 +4
Int 11 +0 +0
MOD SAVE
Dex 14 +2 +2
Wis 17 +3 +3
MOD SAVE
Con 15 +2 +2
Cha 16 +3 +3

  • Immunities Poison; Charmed, Paralyzed, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Celestial, Telepathy 60 ft.
  • CR 5 (XP 1,800; PB +3)

Traits

Magic Resistance. The felidar has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The felidar makes two Claws attacks.


Claws. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) magical Slashing damage. If the felidar moved at least 20 feet straight toward the target immediately before the hit and the target is Huge or smaller, the target also has the Prone condition.


Healing Touch (3/Day). The felidar touches another creature with its horns. The target regains 11 (2d8 + 2) Hit Points. In addition, the touch removes all diseases and the Poisoned condition ends on the target.


Spellcasting. The felidar casts one of the following spells, requiring no components, using Charisma as the spellcasting ability (spell save DC 14):


At will: Detect Evil and Good, Light, Thaumaturgy
1/day Each: Calm Emotions, Daylight, Dispel Evil and Good


Teleport (1/Day). The felidar magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the felidar is familiar with, up to 1 mile away.

Bonus Actions

Pounce. Dexterity Saving Throw: DC 15, one creature within 5 feet that has the Prone condition. Failure: 8 (1d8 + 4) Piercing damage.

Reactions

The Felidar can take up to three Reactions per round but only one per turn.


Ambush. Trigger: Another creature ends its turn within 5 feet of the felidar. Response: The felidar makes one Claws attack.


Blinding Light. Trigger: The felidar takes damage. Response: The felidar's horn sheds bright light in a 30 foot radius and dim light for an additional 30 feet until the end of the felidar's next turn. Constitution Saving Throw: DC 14, each creature within 15 feet of the felidar that doesn't have the Blinded condition. Failure: The target has the Blinded condition until the end of the felidar's next turn.


Heal Self. Trigger: Another creature the felidar can see ends its turn. Response: The felidar regains 4 (1d4 + 2) hit points.

Appendix A | Monsters
Lars Grant-West

Gloomhunter

Large Beast, Unaligned

AC 12

HP 59 (7d10 + 21)

Speed 10 ft., fly 60 ft.


  • Initiative +2 (12)
MOD SAVE
Str 15 +2 +2
Int 2 –4 –4
MOD SAVE
Dex 16 +3 +3
Wis 12 +1 +1
MOD SAVE
Con 11 +0 +0
Cha 6 –2 –2

  • Skills Perception +5
  • Senses Blindsight 60 ft., Passive Perception 15
  • Languages None
  • CR 1/4 (XP 50; PB +2)

Traits

Echolocation. The gloomhunter can't use its Blindsight while it has the Deafened condition.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Necrotic damage.

Gloomhunters

Habitat: Grasslands, Hill, Swamp; Treasure: Relics


Gloomhunter bats the size of griffins have reservoirs of vaporous mana in their heads, causing their bite to tear at the spirit as well as the flesh. Scavengers both mundane and magical follow in its wake, feeding on the scraps of flesh and spirit it leaves behind.

Appendix A | Monsters
Lars Grant-West

Gnarlid

Medium Beast, Unaligned

AC 11

HP 22 (3d8 + 9)

Initiative +3 (13)

Speed 30 ft. (40 ft. while enlarged), Climb 30 ft.

MOD SAVE
Str 15 +2 +2
Int 2 –4 –4
MOD SAVE
Dex 10 +0 +0
Wis 13 +1 +1
MOD SAVE
Con 16 +3 +3
Cha 7 –2 –2

  • Skills Perception +5
  • Senses Passive Perception 15
  • Languages None
  • CR 1 (XP 200; PB +2)

Actions

Multiattack. The gnarlid makes two Rend attacks.


Rend. Melee Attack Roll: +6, reach 5 ft. (10 ft. if the gnarlid is enlarged). Hit: 5 (1d6 + 2) Slashing damage, plus 4 (1d8) Slashing damage if the gnarlid is enlarged.


Enlarge (1/day). The gnarlid gains 22 Temporary Hit Points and magically increases in size, along with anything it is wearing or carrying. It remains enlarged for 1 hour. While enlarged, the gnarlid is Large, it deals an additional 1d8 damage on Strength-based weapon attacks (included in the attacks), its reach increases by 5 ft., its Speed increases by 10 feet, and it has Advantage on Strength checks and Strength saving throws. If the gnarlid lacks the room to become Large, it attains the maximum size possible in the space available.

Gnarlids

Habitat: Forest, Grasslands, Mountain; Treasure: None


Gnarlids are about the size of a large dog and resemble a cross between a bear and a wolverine. They have horns with distinctive shapes that vary by species, and some varieties have similar spikes elsewhere on their bodies. They have an innate ability to grow larger by drawing on green mana in the environment, nearly doubling in size as well as ferocity.

Appendix A | Monsters
Chippy

Gomazoa

Large Monstrosity, Unaligned

AC 20

HP 93 (11d10 + 33)

Initiative –1 (9)

Speed 5 ft. Fly 10 ft. (hover)

MOD SAVE
Str 18 +4 +4
Int 3 –4 –4
MOD SAVE
Dex 8 –1 –1
Wis 16 +3 +3
MOD SAVE
Con 17 +3 +3
Cha 6 –2 –2

  • Skills Perception +6, Stealth +5
  • Senses Passive Perception 16
  • Languages None
  • CR 5 (XP 1,800; PB +3)

Traits

False Object. If the gomazoa is motionless at the start of combat, it has Advantage on its initiative roll.


Grasping Tendrils. The gomazoa has six tendrils. Whenever the gomazoa takes 10 or more damage in a single turn from a creature Grappled by it, the creature can choose to destroy the grappling tendril, ending the condition on itself. A creature can also use its action to make a DC 15 Strength check, breaking a tendril within its reach on a success. If the gomazoa has no tendrils remaining, it can't use its Tendril attack.

At the end of its turn, if the gomazoa has fewer than six tendrils, it extrudes one tendril.

Actions

Multiattack. The gomazoa makes four Tendril attacks, uses Reel, and makes one Bite attack.


Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 22 (4d8 + 4) Piercing damage.


Tendril. Melee Attack Roll: +7, reach 50 ft. Hit: The target has the Grappled condition (escape DC 15). While grappled, the target also has the Restrained condition and has Disadvantage on Strength checks and Strength saving throws. The gomazoa can grapple one creature this way for each tendril it has (see the Grasping Tendrils trait above).


Reel. The gomazoa pulls each creature grappled by it up to 25 feet straight toward it.

Gomazoas

Habitat: Mountain; Treasure: Relics


Gomazoas are similar to aquatic jellyfish, but their bodies are encased in stony growths. A gomazoa drifts motionless among floating rocks or hedrons with its long, sticky tentacles dangling below. When they brush against another creature, those tentacles grab and constrict it, or might slam larger prey against a cliff face. Some species can withdraw their tentacles into their bodies, extending them only to grab their prey. Gomazoas almost never release prey once they’ve caught it

Appendix A | Monsters
Jesper Ejsing

Haze Frog

Small Beast, Unaligned

AC 11

HP 17 (5d6)

Initiative +1 (11)

Speed 30 ft., Climb 30 ft., Swim 30 ft.

MOD SAVE
Str 12 +1 +1
Int 2 –4 –4
MOD SAVE
Dex 13 +1 +1
Wis 10 +0 +0
MOD SAVE
Con 11 +0 +0
Cha 3 –4 –4

  • Skills Perception +2, Stealth +3
  • Senses Darkvision 30 ft., Passive Perception 12
  • Languages None
  • CR 1/4 (XP 50; PB +2)

Traits

Amphibious. The frog can breathe air and water.


Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage, and if the target is Medium or smaller, it has the Grappled condition (escape DC 11). Until this grapple ends, the target also has the Restrained condition, and the frog can't use its Bite attack against another target.


Haze Breath (Recharge 5–6). The frog casts the sleep spell requiring no Material components.

Haze Frogs

Habitat: Forest, Swamp; Treasure: None


The haze frog is a large tree-dwelling amphibian native to Zendikar with a peculiar method of hunting; it has the ability to exhale a toxic, mana-filled gas that magically makes its prey too drowsy to struggle.

Appendix A | Monsters
Jason Felix

Hedron Crawler

Medium Construct, Lawful Neutral

AC 16

HP 22 (4d8 + 4)

Speed 30 ft.

Initiative +2 (12)

MOD SAVE
Str 12 +1 +1
Int 11 +0 +0
MOD SAVE
Dex 14 +2 +2
Wis 10 +0 +4
MOD SAVE
Con 12 +1 +1
Cha 10 +0 +0

  • Skills Perception +2
  • Immunities Poison; Charmed, Poisoned
  • Senses Blindsight 120 ft. (Blinded beyond this radius), Passive Perception 12
  • Languages Understands Ancient Kor but can't speak
  • CR 1 (XP 200; PB +2)

Actions

Multiattack. The crawler makes four Arcane Burst attacks.


Arcane Burst. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 80/320 ft. Hit: 5 (1d6 + 2) Force damage.

Hedron Crawlers

Habitat: Grasslands, Mountain; Treasure: Relics


In a number of ancient sites associated with the Eldrazi, stone creatures have been found standing eternal guard. Created from fragments of hedrons or carved to resemble them, these constructs were intended to help the people of Zendikar eliminate the brood lineages after the titans were imprisoned, and were implanted with a fragment of the power that bound and imprisoned the Eldrazi. They have served as useful allies in battling the Eldrazi broods, and some mages have had limited success in prying the secrets of their magic from their artificial minds. Other hedron constructs are of more recent make, fashioned in imitation of the originals. These have no power over the Eldrazi beyond what their physical strength gives them, and their creators used them for menial tasks. They are most often found in the ancient ruins of the kor or in merfolk cities.

Appendix A | Monsters
Jason Kang

Hellion

Huge Monstrosity, Unaligned

AC 17

HP 195 (17d12 + 85)

Initiative +1 (11)

Speed 30 ft., Burrow 20 ft.

MOD SAVE
Str 24 +7 +7
Int 4 –3 –3
MOD SAVE
Dex 13 +1 +1
Wis 10 +0 +0
MOD SAVE
Con 21 +5 +5
Cha 5 –3 –3

  • Immunities Cold, Fire
  • Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
  • Languages None
  • CR 11 (XP 7,200; PB +4)

Traits

Heated Body. A creature that hits the hellion with a melee attack or that starts its turn in a grapple with the hellion takes 10 (3d6) Fire damage.

Actions

Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 140 (6d10 + 7) Piercing damage plus 10 (3d6) Fire damage, and if the target is Large or smaller, it has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition. Until this Grapple ends, the hellion can’t make a Bite attack against another target.


Swallow. Dexterity Saving Throw: DC 17, one creature Grappled by the hellion. Failure: The target is swallowed. While swallowed, the target has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the hellion, and takes 21 (6d6) Acid damage at the start of each of the hellion's turns.

The hellion's stomach can hold only one creature at a time. If the hellion takes 30 damage or more on a single turn from the swallowed creature, the hellion must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls in a space within 10 feet of the hellion and has the Prone condition. If the hellion dies, the swallowed creature is similarly regurgitated.

Hellions

Habitat: Grasslands, Mountain, Underdark; Treasure: None


Similar to wurms, hellions are enormous serpentine creatures that dwell in the lava deep beneath the surface of Akoum. When an eruption brings lava to the surface, hellions occasionally emerge as well. Thrust into what seems to them like freezing air, the hellions begin a rampage of devastation resembling an extension of the lava flow.

A hellion bears a certain resemblance to both a millipede and a crustacean. Small legs tucked close to its body help propel it through its tunnels. Six long, jointed limbs protrude from its head, allowing it to drag prey into its mouth. Its body exudes infernal heat and its movements shake the earth like a tremor.

Appendix A | Monsters
Dave Kendall

Hurda

Huge Giant, Unaligned

AC 13

HP 105 (10d12 + 40)

Speed 40 ft.

Initiative –1 (9)

MOD SAVE
Str 21 +5 +5
Int 3 –4 –4
MOD SAVE
Dex 8 –1 –1
Wis 9 –1 –1
MOD SAVE
Con 19 +4 +4
Cha 6 –2 –2

  • Skills Perception +2
  • Senses Passive Perception 12
  • Languages Understands Common but can't speak
  • CR 5 (XP 1,800; PB +3)

Actions

Multiattack. The giant makes one Slam attack and one Rock attack, or two Slam attacks.


Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage.


Rock. Ranged Attack Roll: +8, range 60/240 ft. Hit: 21 (3d10 + 5) Bludgeoning damage.

Hurdas

Habitat: Grasslands; Treasure: Implements


Hurdas are huge, semihumanoid creatures thought to be distantly related to giants. They are primarily employed as heavy labor—hauling stone, shifting earth, and drawing the huge carts of the Goma Fada caravan, for example. They are essentially beasts of burden, no more intelligent than a baloth or terastodon—but significantly more pliable. Murasan hurdas are more aggressive than their calmer Onduan kin, serving as protection for the caravans instead of drawing its carts.

Hurdas are bipedal, but they walk on their hugely developed arms while their tiny, vestigial legs dangle beneath them. Thick tails keep them balanced. Their massive bulk allows them to carry tremendous loads in addition to pulling carts and wagons behind them.

Appendix A | Monsters
Adam Paquette

Kraken

Huge Monstrosity, Chaotic Evil

AC 16

HP 230 (20d12 + 100)

Initiative +2 (12)

Speed 30 ft., swim 50 ft.

MOD SAVE
Str 29 +9 +9
Int 16 +3 +3
MOD SAVE
Dex 14 +2 +2
Wis 18 +4 +4
MOD SAVE
Con 20 +5 +5
Cha 18 +4 +4

  • Skills Athletics +22, Perception +9
  • Resistances Cold
  • Immunities Lightning, Thunder
  • Senses Darkvision 120 ft., Passive Perception 19
  • Languages Common
  • CR 13 (XP 10,800; PB +5)

Traits

Amphibious. The kraken can breathe air and water.

Actions

Multiattack. The kraken makes one Claw attack and one Tentacle attack.


Claw. Melee Attack Roll: +14, reach 10 ft. Hit: 30 (6d6 + 9) Slashing damage.


Tentacle. Ranged Attack Roll: +14, reach 20 ft. Hit: 30 (6d6 + 9) Bludgeoning damage and the target has the Grappled condition (escape DC 17). While grappled, the target also has the Restrained condition. The kraken can grapple up to ten creatures this way.


Lightning Strike (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature within 10 feet of a point the kraken can see within 500 feet. Failure: 54 (12d8) Lightning damage. Success: Half damage.


Spellcasting. The kraken casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17):


3/day Each: Control Weather, Water Breathing

Krakens

Habitat: Coastal, Underwater; Treasure: Relics


Lurking in the deepest reaches of Zendikar’s seas, krakens are mysterious monsters of unpredictable wrath and terrible destruction. Though they take the form of rampaging brutes when they appear on the surface, the truth of their existence is more complex. Krakens embody force of will and the drive for self-determination shared by all thinking beings. When their will is turned to destruction, they are capable of wreaking terrible havoc upon ships at sea or coastal settlements. But they live most of their adult lives in utter isolation in the deeps, focused on their own probing of the seas’ mysteries.

A kraken has a roughly humanoid shape, with two strong arms and a broad chest. Its head is encased in a rough shell that sprouts two large horns, and one of its hands is a bony claw. It has dozens of tentacles—a writhing mass below its toothy mouth, another mass at the end of one arm, and several long tentacles in place of legs. On its back is a huge conch-like shell.

Appendix A | Monsters
Jason Kang

Lagac Lizard

Large Beast, Unaligned

AC 12

HP 19 (3d10 + 3)

Speed 30 ft., Climb 30 ft.

Initiative +1 (11)

MOD SAVE
Str 15 +2 +2
Int 2 –4 –4
MOD SAVE
Dex 12 +1 +1
Wis 10 +0 +0
MOD SAVE
Con 13 +1 +1
Cha 5 –3 –3

  • Senses Darkvision 30 ft., Passive Perception 10
  • Languages None
  • CR 1/4 (XP 50; PB +2)

Traits

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

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.


Spitfire (Recharge 5–6). Ranged Attack Roll: +3, range 20/60 ft. Hit: 6 (1d10 + 1) Fire damage.


Thrash. Strength Saving Throw: DC 12, one creature mounted on or climbing the lizard. Failure: The target is thrown to a point the lizard can see within 60 feet and has the Prone condition. If a thrown target strikes a solid surface, the target takes 3 (1d6) Bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and have the Prone condition.

Lagac Lizards

Habitat: Forest, Mountain; Treasure: None


Lagac lizards are giant lizards that trace their ancestry back to Zendikar's earliest forms of life. These ancient lizards grow to considerable sizes, and have been used as mounts and food sources by the goblins of the Groatag tribe for many years. Some lagac lizards are capable of breathing fire, but whether they have any relation to the plane's hellkites is unknown.

Appendix A | Monsters
Darek Zabrocki

Null

Medium Undead, Unaligned

AC 11

HP 22 (3d8 + 9)

Speed 30 ft.

Initiative +0 (10)

MOD SAVE
Str 14 +2 +2
Int 3 –4 –4
MOD SAVE
Dex 12 +1 +1
Wis 6 –2 +0
MOD SAVE
Con 16 +3 +3
Cha 5 –3 –3

  • Immunities Poison; Poisoned
  • Senses Blindsight 60 ft. (Blinded beyond this radius), Passive Perception 8
  • Languages Understands the languages it knew in life but can't speak
  • CR 1/2 (XP 100; PB +2)

Traits

Dark Devotion. The null has Advantage on saving throws it makes to avoid or end the Charmed or Frightened condition.


Undead Fortitude. If damage reduces the null to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is Radiant or from a critical hit. On a success, the null drops to 1 hit point instead.


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

Actions

Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage.

Nulls

Habitat: Underdark, Urban; Treasure: Relics


When a Vampire who is not a bloodchief drains the blood from a living humanoid, that creature undergoes a horrible transformation, becoming a stronger, faster version of a zombie called a null. Nulls’ heads are featureless except for a gaping mouth filled with jagged teeth. Their bodies are shriveled and distorted, but preternaturally strong. They are mindlessly loyal servants to the vampire nobility, and the number of nulls under a vampire’s control is a mark of status and power among the vampire houses of Guul Draz.

Appendix A | Monsters
Paul Bonner

Ogres

Habitat: Mountain; Treasure: Armaments


The ogres of Zendikar are towering brutes. They favor the jagged mountains of Akoum but can be found on every continent. Their size and strength help protect them from the dangers of Zendikar, so they have little need of walls or roofs. Ogre society, such as it is, revolves around leaders who gather small gangs (usually six to ten other ogres) to join them in pillaging, extorting, or slaving.

Ogre

Large Giant, Chaotic Evil

AC 11

HP 59 (7d10 + 21)

Speed 40 ft.

Initiative –1 (9)

MOD SAVE
Str 19 +4 +4
Int 5 –3 –3
MOD SAVE
Dex 8 –1 –1
Wis 7 –2 –2
MOD SAVE
Con 16 +3 +3
Cha 7 –2 –2

  • Gear Greatclub, Javelin (5)
  • Senses Darkvision 60 ft., Passive Perception 8
  • Languages Giant
  • CR 2 (XP 450; PB +2)

Actions

Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.


Javelin. Ranged Attack Roll: +6, range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage.

Ogre Diabolist

Large Giant, Chaotic Evil

AC 16

HP 110 (13d10 + 39)

Speed 40 ft.

Initiative +0 (10)

MOD SAVE
Str 19 +4 +4
Int 15 +2 +2
MOD SAVE
Dex 11 +0 +3
Wis 12 +1 +4
MOD SAVE
Con 16 +3 +6
Cha 14 +2 +5

  • Skills Arcana +5, Perception +4
  • Gear Glaive
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Common, Giant
  • CR 7 (XP 2,900; PB +3)

Traits

Regeneration. The diabolist regains 10 Hit Points at the start of its turn if it has at least 1 Hit Point.

Actions

Multiattack. The diabolist makes two Glaive attacks.


Glaive. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.


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


At Will: Darkness, Continual Flame, Invisibility
1/day Each: Bestow Curse, Immolation, Sleep

Appendix A | Monsters
Wisnu Tan

Scythecat

Large Beast, Unaligned

AC 12

HP 52 (7d10 + 14)

Speed 40 ft.


  • Initiative +2 (12)
MOD SAVE
Str 18 +4 +4
Int 3 –4 –4
MOD SAVE
Dex 14 +2 +2
Wis 12 +1 +1
MOD SAVE
Con 15 +2 +2
Cha 8 –1 –1

  • Skills Perception +5, Stealth +6
  • Senses Passive Perception 15
  • Languages None
  • CR 2 (XP 450; PB +2)

Actions

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage. If the scythecat moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 14 Strength saving throw or have the Prone condition.

Bonus Actions

Pounce. Dexterity Saving Throw: DC 14, one creature within 5 feet that has the Prone condition. Failure: 10 (1d10 + 5) Piercing damage.

Scythecats

Habitat: Forest, Mountain; Treasure: None


Zendikar's jungles and mountains are home to two varieties of great cat–scythecats and shadowcats–that sport enormous bone-like blades jutting back from the forelegs, which help them cut through heavy undergrowth and take down much larger prey.

Appendix A | Monsters
Daarken

Serpent

Huge Beast, Unaligned

AC 13

HP 68 (8d10 + 24)

Speed 20 ft., swim 40 ft.

Initiative +2 (12)

MOD SAVE
Str 18 +4 +4
Int 2 –4 –4
MOD SAVE
Dex 15 +2 +2
Wis 12 +1 +1
MOD SAVE
Con 16 +3 +3
Cha 5 –3 –3

  • Skills Perception +3, Stealth +4
  • Senses Passive Perception 13
  • Languages None
  • CR 2 (XP 450; PB +2)

Traits

Hold Breath. The serpent can hold its breath for 1 hour.

Actions

Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Piercing damage.


Constrict. Dexterity Saving Throw: DC 14, one creature within 5 feet. Failure: The target has the Grappled condition (escape DC 16). Until this grapple ends, the creature also has the Restrained condition, and the serpent can't use Constrict against another target.

Serpents

Habitat: Coastal, Underwater; Treasure: None


Zendikari serpents mostly live away from the continents within the sea. Exceptions are the Shoal Serpent, who come near the coasts of Ondu. They are sometimes compared to “a reef that runs aground on ships". Serpents also cluster around the island of Jwar, defending their territory viciously.

Appendix A | Monsters
Simon Dominic

Shadowcat

Large Beast, Unaligned

AC 12

HP 52 (7d10 + 14)

Speed 40 ft.

Initiative +2 (12)

MOD SAVE
Str 18 +4 +4
Int 3 –4 –4
MOD SAVE
Dex 14 +2 +2
Wis 12 +1 +1
MOD SAVE
Con 15 +2 +2
Cha 8 –1 –1

  • Skills Perception +5, Stealth +6
  • Senses Passive Perception 15
  • Languages None
  • CR 3 (XP 700; PB +2)

Actions

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage. If the shadowcat had Advantage on the attack roll and the target is Huge or smaller, the target also has the Prone condition.


Spellcasting. The shadowcat casts one of the following spells, requiring no components and using Charisma as the spellcasting ability.


3/day Each: Darkness, Invisibility (self only)


Shadow Step. The shadowcat teleports up to 30 feet to an unoccupied space it can see, provided both its current space and destination are in Dim Light or Darkness.

Bonus Actions

Aura of Silence. The shadowcat creates the effect of the Silence spell in a 15-foot Emanation until the start of its next turn.


Pounce. Dexterity Saving Throw: DC 14, one creature within 5 feet that has the Prone condition. Failure: 10 (1d10 + 5) Slashing damage.

Shadowcats

Habitat: Forest, Mountain, Swamp; Treasure: None


Like scythecats, shadowcats are great cats that sport enormous bone-like blades jutting back from the forelegs. Unlike their cousins, shadowcats seem to have an innate ability to manipulate mana in a manner similar to spellcasting. The Kor believe that shadowcats are distantly related to felidars, though no hint of their nobility remains.

Appendix A | Monsters
Yigit Koroglu

Sphinx

Large Monstrosity, Lawful Neutral

AC 17

HP 199 (19d10 + 95)

Speed 40 ft., Fly 60 ft.

Initiative +0 (10)

MOD SAVE
Str 22 +6 +6
Int 16 +3 +9
MOD SAVE
Dex 10 +0 +6
Wis 18 +4 +10
MOD SAVE
Con 20 +5 +11
Cha 23 +6 +6

  • Skills Arcana +9, Perception +10, Religion +15
  • Immunities Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Senses Truesight 120 ft., Passive Perception 20
  • Languages Common, Sphinx
  • CR 17 (XP 18,000; PB +6)

Traits

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have Disadvantage.

Actions

Multiattack. The sphinx makes two Claw attacks.


Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 17 (2d10 + 6) Slashing damage.


Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):


At will: Detect Magic, Lesser Restoration, Thaumaturgy
2/day each: Command, Dispel Magic, Zone of Truth
1/day each: Banishment, Freedom of Movement, Greater Restotation, Heroes' Feast


Roar (3/day). Wisdom Saving Throw: DC 18, each creature within 500 feet that doesn't have the Deafened condition. Failure—First Roar: The target has the Frightened condition for 1 minute. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Failure—Second Roar: The target has the Deafened and Frightened conditions for 1 minute. A Frightened creature also has the Paralyzed condition and can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.
Failure—Third Roar: 44 (8d10) Thunder damage, and the target has the Prone condition. Success—Third Roar: Half damage.

Reactions

The sphinx can take up to three Reactions per round but only one per turn.


Pouncing Claw. Trigger: A creature ends its turn within 5 feet of the sphinx. Response: The sphinx makes one Claw attack.


Teleport. Trigger: The sphinx takes damage. Response: The sphinx teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Appendix A | Monsters
Dmitry Burmak

Stonework Beast

Huge Construct, Unaligned

AC 17

HP 15 (2d10 + 4)

Speed 30 ft.

Initiative +0 (10)

MOD SAVE
Str 18 +4 +4
Int 7 –2 –2
MOD SAVE
Dex 10 +0 +0
Wis 10 +0 +0
MOD SAVE
Con 14 +2 +2
Cha 4 –3 –3

  • Immunities Poison; Charmed, Exhuastion, Frightened, Petrified, Poisoned
  • Senses Passive Perception 10
  • Languages Understands Common but can't speak
  • CR 1/4 (XP 50; PB +2)

Traits

Beast of Burden. The beast is considered to be one size larger for the purpose of determining its carrying capacity.


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

Actions

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

Stonework Beasts

Habitat: Mountain, Urban; Treasure: Implements


The ancient product of an unknown Zendikari runesculptor or sculptors, stonework beasts have long been the reliable choice of many adventuring parties. There are known to be less than a hundred such artifact creatures in existence, and each one has been named after its famous exploits.

Appendix A | Monsters
Kev Walker

Surrakar

Medium Humanoid, Any Alignment

AC 15

HP 22 (4d8 + 4)

Speed 30 ft., Swim 30 ft.

Initiative +0 (10)

MOD SAVE
Str 15 +2 +2
Int 7 –2 –2
MOD SAVE
Dex 10 +0 +0
Wis 12 +1 +1
MOD SAVE
Con 13 +1 +1
Cha 7 –2 –2

  • Skills Perception +3, Stealth +4, Survival +5
  • Senses Passive Perception 13
  • Languages Surrakar
  • CR 1/2 (XP 100; PB +2)

Traits

Amphibious. The surrakar can breathe air and water.


Slippery Skin. The surrakar has Advantage on ability checks it makes to end the Grappled condition.

Actions

Multiattack. The surrakar makes two Rend attacks.


Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) magical Slashing damage.


Banishing Touch (1/day). The surrakar casts Banishment on a creature within 5 feet of it, requiring no components and using Wisdom as the spellcasting ability (spell save DC 11).

Surrakars

Habitat: Swamp; Treasure: Armaments


The grey-skinned Surrakar are a race of hulking amphibian humanoids native to Bala Ged. They have the height of an average elf, but are heavier, with a dewlap hanging down from their chins, and long tails that drag on the ground. Their splayed feet and hands are webbed, and long tusks protrude from their large mouths.

Extremely ferocious, they are thought by many inhabitants of the plane to be nothing more than savage monsters, though some suspect that they have some intelligence and societal structure, and are known to collect and use weapons. Some can even master the use of magic.

The history of the Surrakar remains a mystery, even to them, and they typically seek little other than defending their home.

Appendix A | Monsters
Lars Grant-West

Terastodon

Huge Beast, Unaligned

AC 13

HP 126 (11d12 + 55)

Speed 40 ft.

Initiative –1 (9)

MOD SAVE
Str 24 +7 +7
Int 3 –4 –4
MOD SAVE
Dex 9 –1 –1
Wis 11 +0 +0
MOD SAVE
Con 21 +5 +5
Cha 6 –2 –2

  • Senses Passive Perception 10
  • Languages None
  • CR 6 (XP 2,300; PB +3)

Actions

Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 20 (3d8 + 7) Piercing damage. If the terastodon moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 4 (1d8) Piercing damage and, if it is Large or smaller, has the Prone condition.

Bonus Actions

Trample. Dexterity Saving Throw: DC 18, one creature within 5 feet that has the Prone condition. Failure: 29 (4d10 + 7) Bludgeoning damage.

Terastodons

Habitat: Forest, Mountain; Treasure: None


A terastodon is an enormous elephant with four tusks and an armored hide. A bony plate on its head, sharply pointed on the edges, extends back to protect its neck.

Appendix A | Monsters
Goran Josic

Terra Stomper

Huge Beast, Unaligned

AC 13

HP 136 (13d12 + 52)

Speed 50 ft.

Initiative +0 (10)

MOD SAVE
Str 25 +7 +7
Int 2 –4 –4
MOD SAVE
Dex 10 +0 +0
Wis 12 +1 +1
MOD SAVE
Con 19 +4 +4
Cha 9 –1 –1

  • Skills Perception +4
  • Senses Passive Perception 14
  • Languages None
  • CR 8 (XP 3,900; PB +3)

Actions

Multiattack. The stomper makes one Bite attack and one Rock attack, or two Bite attacks.


Bite. Melee Attack Roll: +10, reach 10 ft.. Hit: 26 (3d12 + 7) Piercing damage.


Rock. Ranged Attack Roll: +10, range 60/240 ft. Hit: 29 (4d10 + 7) Bludgeoning damage.


Dust Cloud (Recharge 5–6). The stomper kicks up a dust cloud in a 20-foot-radius Sphere centered in its space. The Sphere is Lightly Obscured. The cloud lasts for 1 minute or until a strong wind (such as the one created by Gust of Wind) disperses it.


Earthquake (1/day). Strength Saving Throw: DC 16, each creature within 100 feet. Failure: 19 (3d12) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only.

Terra Stompers

Habitat: Forest; Treasure: None


Terra stompers are six-legged behemoths that can grow as large as the trees in the Vastwood of Tazeem. Sometimes violent earthquakes, hurtling boulders, and unseasonable dust storms caused by terra stompers are wrongly attributed to the Roil.

Appendix A | Monsters
Matt Cavotta

Timbermaw

Medium Monstrosity, Unaligned

AC 14

HP 27 (6d8)

Speed 30 ft., Climb 30 ft.

Initiative +2 (12)

MOD SAVE
Str 14 +2 +2
Int 3 –4 –4
MOD SAVE
Dex 14 +2 +2
Wis 14 +2 +2
MOD SAVE
Con 11 +0 +0
Cha 5 –3 –3

  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages None
  • CR 2 (XP 450; PB +2)

Traits

Plant Camouflage. If the timbermaw is motionless at the start of combat, it has Advantage on its Initiative roll.

Actions

Multiattack. The timbermaw makes two Bite attacks.


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

Timbermaws

Habitat: Forest; Treasure: None


Timbermaws are worm-like creatures that dwell in the hollow trunks of trees, particularly floating trees that grow along leylines and near hedrons. When prey wanders near, they emerge from the trees with deadly speed.

Appendix A | Monsters
Caio Monteiro

Troll

Large Giant, Chaotic Evil

AC 15

HP 84 (8d10 + 40)

Speed 30 ft.

Initiative +1 (11)

MOD SAVE
Str 18 +4 +4
Int 7 –2 –2
MOD SAVE
Dex 13 +1 +1
Wis 9 –1 –1
MOD SAVE
Con 20 +5 +5
Cha 7 –2 –2

  • Skills Perception +5
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Giant
  • CR 5 (XP 1,800; PB +3)

Traits

Regeneration. The troll regains 10 Hit Points at the start of its turn. If the troll takes Acid or Fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn't regain Hit Points.

Actions

Multiattack. The troll makes two Rend attacks.


Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.

Trolls

Habitat: Forest, Mountain; Treasure: Armaments


The trolls of Zendikar are rare, reclusive giant-like creatures that live in remote forests and marshes. Savage and ill-tempered, they are made particularly dangerous by their regenerative abilities, which let them quickly heal even apparently mortal wounds. They are fiercely territorial, often demanding bribes from people who pass through their lands—and slaughtering those who refuse to pay.

Appendix A | Monsters
Daniel Ljunggren

Wurm

Gargantuan Monstrosity, Unaligned

AC 18

HP 247 (15d20 + 90)

Speed 50 ft., Burrow 30 ft.

Initiative –2 (8)

MOD SAVE
Str 28 +9 +9
Int 1 –5 –5
MOD SAVE
Dex 7 –2 –2
Wis 8 –1 +4
MOD SAVE
Con 22 +6 +11
Cha 4 –3 –3

  • Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 9
  • Languages None
  • CR 15 (XP 13,000; PB +5)

Traits

Stench. Constitution Saving Throw: DC 19, each creature that starts its turn within 10 feet of the wurm. Failure: The target has the Poisoned condition until the start of the target's next turn. Success: The target is immune to the Stench of all wurms for 24 hours.


Tunneler. The wurm can burrow through solid rock at half its Burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The wurm makes one Bite attack, two Tail attacks, and uses Swallow.


Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Piercing damage, and the target has the Grappled condition (escape DC 22). This Grapple ends early if the wurm uses its Bite attack against another target.


Swallow. Dexterity Saving Throw: DC 19, one creature Grappled by the wurm. Failure: The target is swallowed. While swallowed, the target has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the wurm, and takes 21 (6d6) Acid damage at the start of each of the wurm's turns.

The wurm can have two creatures swallowed this way. If the wurm takes 30 damage or more on a single turn from a swallowed creature, the wurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall in a space within 10 feet of the wurm and have the Prone condition. If the wurm dies, all swallowed creatures are similarly regurgitated.


Tail. Melee Attack Roll: +14, reach 10 ft. Hit: 30 (6d6 + 9) Bludgeoning damage, and the target has the Prone condition.

Wurms

Habitat: Mountain, Underdark; Treasure: None


The wurms of Zendikar are gigantic creatures with features akin to both snakes and insects. A wurm’s serpentine body is covered in heavy bands of scales, giving it a segmented appearance. Its misshapen head is crowned with at least eight eyes, and is dominated by a ring of four or five enormous, hook-like fangs surrounding the mouth. The creature’s jaws extend like a tube out from its mouth when it is ready to feed, accompanied by a horrendous carrion stench and a nauseating squelching sound.

Bryan Sola

Appendix B: Rules Glossary

This glossary presents rules that are referenced in this guide and not found in the Player's Handbook (2014), or have updated versions in the 2024 D&D Free Rules. This is done in an effort to maintain compatibility and ease of use for all DMs using any version of 5th Edition Dungeons and Dragons.

Rules Definitions

The rules definitions are presented in alphabetical order.

Blindsight

If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range you can see anything that has the Invisible condition.

Burning [Hazard]

A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire causing burning on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.

Burrow Speed

A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that allows it to do so.

D20 Test

D20 Tests encompass the three main rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of those rolls.

Darkvision

If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of grey.

Emanation [Area of Effect]

An Emanation is an area of effect that extends in straight lines from a creature or object in all directions. The effect that creates an Emanation specifies the distance it extends.

An Emanation moves with the creature or object that is its origin unless it is an instantaneous or stationary effect.

An Emanation's origin (creature or object) isn't included in the area of effect unless its creator decides otherwise.

Hazard

A hazard is an environmental danger.

Heroic Inspiration

If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.

If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it.

Magic [Action]

When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.

If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot.

Tremorsense

A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.

Tremorsense can’t detect creatures or objects in the air, and it doesn’t count as a form of sight.

Utilize [Action]

You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.

Ekaterina Burmak

Adventure Awaits

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, Dungeon Master's Guide, and Plane Shift: Zendikar supplement

 

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