Eldrazi (Orizon Supplement)

Eldrazi are massive entities that exist in the areas beyond what mortals define as planes, they travel these blind eternities in their endless drive to consume, they hunt mana, the source of magic, invade a plane, destroy what remains and consume all. Their motives are unknowable beyond their endless hunger. To these creatures, the breaking on Orizon was almost a beacon, a shining explosion of delicious mana. Even now some occasionally make the attempt to break into the world, hoping to feast on its rich magic. The gods and fiends converted the plane's border into the battlefield, an endless field of war where souls of warriors and soldiers prepare to beat back the next incursion of the Eldrazi.

Eldrazi titans are the only "true" eldrazi, all others simply appear as a result of the titan's presence, appearing as a precursor to the titan's arrival by its sheer reality-altering non-physical mass, and ceasing to exist on its departure, consumed for their residual energies. If spawn appear, it means that a titan's arrival in a physical form is imminent.

Variant: Spawn Diversity

Though there are some similarities in the numerous varied spawns of the eldrazi titans they are simply far too weird to be easily categorized.

You may use the statistics of other creatures in the monster manual to represent spawn, drones, and eldrazi. You may add the abilities listed for the eldrazi (such as tentacles or annihilator) to the statistics of other creatures or you may add or replace a creature’s (including an Eldrazi’s) abilities with the following.

- Eldrazi are immune to psychic damage and the charmed condition. - Some Eldrazi have no eyes; they are immune to the blinded condition and have blindsight to a range of 30 feet. - Some lesser spawn act as extensions of the titans’ hunger. Change the damage type of such a monster’s attacks to acid, necrotic or annihilator damage. - Some Eldrazi have a Life Drain ability similar to that of a wight. - Some Eldrazi are responsible for the creation of new spawn. Such a drone might have an ability akin to the red slaad’s claw attack, implanting a nascent Esuriiten spawn in the host’s body. - More powerful Eldrazi can consume spawn and use them as fuel for their own abilities. The Eldrazi or titan destroys a spawn within 5 feet of it and either regains 10 hit points or regains the use of a single ability as though it had finished a long rest.

You may also choose to change the consequences of the annihilator ability or consume attacks, that the target be petrified instead of disintegrated.

Variant: Eldrazi as Innate Spellcasters

Eldrazi are inherently magical beings, as they enter a realm they could learn its magics before consuming them.

An eldrazi can innately cast a number of spells equal to the total of all its ability modifiers. These spells require no material components. The eldrazi’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma or Intelligence modifier. The eldrazi’s spell save DC equals 8 + its proficiency bonus + its Charisma or Intelligence modifier.

Eldrazi Titan

Gargantuan aberration, chaotic neutral


Armor Class 25 (natural armor)
Hit Points 575 (30d20+275)
Speed 40 ft.


STR DEX CON INT WIS CHA
28 (+9) 20 (+5) 23 (+6) 30 (+10) 22 (+6) 18 (+4)

Saving Throws Con +14, Int +19, Wis +15, Cha +13
Damage Resistances All nonmagical damage
Damage Immunities Psychic; Bludgeoning, piercing and slashing damage from nonmagical weapons
Condition Immunities Blinded, charmed, deafened, frightened, petrified, stunned, unconscious
Senses darkvision 120ft., truesight 120 ft., passive perception 16
Languages
Challenge 30 (155,000 XP)


Annihilator. At the beginning of each of its turns, creatures and objects within 120 ft around the eldrazi titan takes 26 (4d12) annihilator damage. If this brings a creature or object to zero hit points, that creature is disintegrated.

Expand the brood (2/day). Surrounding the eldrazi titan 2d10 small writhing masses erupt from the aether, each mass has a 50 percent chance of becoming an eldrazi spawn.

Grasping Tentacles. The Eldrazi Titan can have up to six tentacles at a time. Each tentacle can be attacked (AC 25; 60 hit points; immunity to psychic damage). Destroying a tentacle deals no damage to the esuriiten, which can extrude a replacement tentacle on its next turn.

Legendary Resistance (3/day). If the eldrazi titan fails a saving throw, it can succeed instead.

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

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

Sense Magic. The eldrazi titan senses magic within 120 feet of it at will. This acts like the Detect Magic Spell. but is not considered magical.

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

ACTIONS

Multiattack The Eldrazi titan can use its frightful presence, it then makes four attacks, two bash attacks and two with its tentacles. Or the Eldrazi titan can make a number of consume attacks equal to half the number of creatures it is currently grappling, rounded down.

Bash. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 12 (2d6 + 5) acid damage

Tentacles. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 26). The eldrazi can grapple up to seven creatures at a time.

Consume. The eldrazi titan makes an attack against a creature or object it is currently grappling. If the attack hits, the target is attacked with destabilizing energy and takes 21 (6d6) annihilator damage and the eldrazi titan regains hit points equal to half of that damage. If this attack brings the target to zero hit points, then the target is disintegrated.

Frightful Presence Each creature of the Eldrazi Titan's choice within 120 ft and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Eldrazi Titan is within line of sight, ending the effect on itself on a success. If the creature's saving throw is successful or the effect ends for it, the creature is immune to the Eldrazi Titan's Frightful Presence for the next 24 hours.


Eldrazi titans are the only true eldrazi, the only ones that exist beyond the mortal forms that are constructed upon entrance to a physical plane. They are intelligent and can exact total control over their brood with eerie precision. But their intelligence is subsided beneath their hunger, they seek to consume, to sate their hunger for some unknown purpose, even other eldrazi can be made victim to their hunger. The eldrazi titan seeks out worlds, the more magically potent the more desirable, then they go to consume all. The closer they approach to a world, the more of their spawn that appear, then when the titan is done, they consume their spawn. Some suppose they exist as the antithesis to life, some that they will evolve into something greater once all else has been eaten.


Eldrazi

Huge aberration, chaotic neutral


Armor Class 20 (natural armor)
Hit Points 275 (16d20+75)
Speed 30


STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 15 (+2) 14 (+2) 13 (+1) 14 (+2)

Saving Throws Dex +5, Int +7, Wis +6
Damage Resistances Bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities Charmed, frightened, stunned
Senses truesight 60 ft., passive perception 11
Languages
Challenge 19 (22,000 XP)


Annihilator. The reality warping presence of the eldrazi has merged with its all-consuming hunger, it's very presence is a destructive influence. At the beginning of its turn creatures within 60 ft. around the eldrazi take 10 (2d10) annihilator damage. If this brings a creature to zero hit points, that creature is disintegrated.

Expand the Brood (2/day). The eldrazi may remove up to 8 portions of itself, taking 1d10 necrotic damage for each. Those leavings each have a 50 percent chance of becoming an eldrazi spawn.

Grasping Tentacles. The eldrazi can have up to five tentacles at a time. Each tentacle can be attacked (AC 20; 40 hit points; immunity to psychic damage). Destroying a tentacle deals no damage to the eldrazi, which can extrude a replacement tentacle with a recharge (5-6) roll.

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

ACTIONS

Multiattack The Eldrazi can use its frightful presence, it then makes three attacks, two bash attacks and one with its tentacles. Or the Eldrazi can make a number of consume attacks equal to half the number of creatures it is currently grappling, rounded down.

Bash. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 5) bludgeoning damage.

Tentacles. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14(3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 18).

Consume. The eldrazi makes an attack against a creature or object it is currently grappling. If the attack hits the target is attacked with destabilizing energy and takes 10 (3d6) annihilator damage and the eldrazi regains hit points equal to half of that damage. If this attack brings the target to zero hit points, then the target is disintegrated.

Frightful Presence Each creature of the Eldrazi's choice within 120 ft and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Eldrazi is within line of sight, ending the effect on itself on a success. If the creature's saving throw is successful or the effect ends for it, the creature is immune to the Eldrazi's Frightful Presence for the next 24 hours.


These eldrazi, built in the form of something resembling a creature, with no rhyme or reason to their form. Their outline appears to writhe and shift, twisting and thrashing as the mass they are built of shifts and adjusts. These creatures are dumb, driven solely by the all encompassing hunger that fills them as it fills the titan they spawned from.


Eldrazi Drone

Large aberration, chaotic neutral


Armor Class 15 (natural armor)
Hit Points 109 (8d20+25)
Speed 30


STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 11 (+0) 4 (-3) 11 (+0) 10 (+0)

Condition Immunities charmed, frightened
Senses passive perception 10
Languages
Challenge 5 (1,800 XP)


For the Brood. The eldrazi drone may, as an action, merge with other eldrazi drones. If 20 or more eldrazi drones merge together, then the writhing pile morphs into an eldrazi.

Expand the Brood (1/day). The eldrazi drone may remove up to 4 pieces of itself, taking 1d10 necrotic damage for each portion. Those leavings each have a 50% chance of becoming an eldrazi spawn.

Grasping Tentacles. The eldrazi drone can have up to four tentacles at a time. Each tentacle can be attacked (AC 15; 20 hit points; immunity to psychic damage). Destroying a tentacle deals no damage to the eldrazi drone, which can extrude a replacement tentacle during a short rest.

ACTIONS

Multiattack. The eldrazi drone makes one bash and one tentacle attack. Or it makes consume attacks equal to half the number of creatures it is grappling, rounded down.

Bash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, and the target is grappled (escape DC 13). The drone can grapple up to three creatures at a time.

Consume. The eldrazi drone makes an attack against a creature or object it is currently grappling. If the attack hits the target is attacked with destabilizing energy and takes 1 (1d6) annihilator damage and the eldrazi drone regains hit points equal to half of that damage. If this attack brings the target to zero hit points, then the target is disintegrated.


The second stage of an eldrazi incursion, composed of a writhing mass of the spawn that fused together to form it, these beings seek to consume and to expand their numbers, finally fusing themselves to form the greatest precursors, the eldrazi.


Eldrazi Spawn

small aberration, chaotic neutral


Armor Class 10 (natural armor)
Hit Points 15 (1d20+5)
Speed 15 ft


STR DEX CON INT WIS CHA
4 (-3) 5 (-3) 7 (-2) 2 (-4) 10 (+0) 8 (-1)

Senses passive perception 10
Languages
Challenge 1/8 (25 XP)


For the brood. The eldrazi spawn, as an action, may merge with other eldrazi spawn. If 50 or more eldrazi spawn merge together, then the twisted mass morphs into an eldrazi drone.

ACTIONS

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

Tentacles. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 7). Until this grapple ends, the eldrazi spawn cannot use its tentacles on another target.

Consume. The eldrazi makes an attack against a creature or object it is currently grappling. If the attack hits the target is attacked with destabilizing energy and takes 3 (1d6) damage and the eldrazi spawn regains hit points equal to one quarter of that damage. If this attack brings the target to zero hit points, then the target is disintegrated.


Eldrazi Spawn Token; Art by Aleksi Briclot; Magic the Gathering, Wizards of the Coast

The eldrazi spawn is the weakest among the eldrazi brood, the weakest of the issue that emerges from the titans. But their terror is their ability to completely sacrifice themselves for the advancement of the Eldrazi, enough of these beasts can quickly become an army of foul aberrations, eventually consuming entire realities and destroying all before them for the service of their dread parentage.


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