Download Plane Shift Zendikar PDF

TitlePlane Shift Zendikar
TagsDungeons & Dragons Elf (Dungeons & Dragons)
File Size15.1 MB
Total Pages38
Table of Contents
                            The World of Zendikar
Races of Zendikar
A Zendikar Bestiary
Document Text Contents
Page 1




Page 2


©2016 Wizards of the Coast LLC. MAGIC: THE GATHER-
ING, Wizards of the Coast, their respective logos, Magic,
Zendikar, DUNGEONS & DRAGONS, D&D, Player’s Hand-
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Written by James Wyatt

Cover art by Adam Paquette

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C o n t e n t s

The World of Zendikar

Races of Zendikar

A Zendikar Bestiary

Page 19

other parts of Zendikar as hundreds of far-flung clans.
Tajuru elves are the most open to people of other rac-
es, seeing their skills and perspectives 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.
Ability Score Increase. Your Charisma score in-
creases by 1.
Skill Versatility. You gain proficiency in any com-
bination of two skills or tools of your choice.
Joraga Nation
The elves of the imperious Joraga nation of Bala Ged
have little respect for any other race of Zendikar—
or even for other elves. The survival of their nation
and its traditions is the Joraga elves’ only goal, and
they view the influence of others as a weakness. The
Joraga eschew the goods and habits of others, even
avoiding the pathways blazed by the Tajuru when
possible. Many view the nomadic Joraga clans as
little more than bands of roving murderers, but a
complex culture hides behind those clans’ aggressive
Ability Score Increase. Your Dexterity score in-
creases by 1.
Elf Weapon Training. You have proficiency with
the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases
to 35 feet.
Mask of the Wild. You can attempt to hide even
when you are only lightly obscured by foliage, heavy
rain, falling snow, mist, and other natural phenomena.

Mul Daya Nation
Elves of the Mul Daya nation of Bala Ged are set apart
from other elves by their relationship with the spirits of
their elven ancestors. To the Mul Daya, the spirit world
and the mortal realm are different only in terms of their
tangibility. Death and the spirits of the dead are as much
a part of the lives of the Mul Daya as is the natural
world. This is not a macabre sentiment to the elves; they
simply view it as the truest sense of the natural order.
Mul Daya elves can often be recognized by their
face painting and tattooing. Many Mul Daya decorate
their skins with an enwrapping vine motif, and make
use of poisons and acids collected at great cost from
strange creatures and plants in the depths of Kazandu.
Ability Score Increase. Your Strength score in-
creases by 1.
Superior Darkvision. Your darkvision has a radius
of 120 feet.
Sunlight Sensitivity. You have disadvantage on at-
tack rolls and on Wisdom (Perception) checks that rely
on sight when you, the target of your attack, or what-
ever you are trying to perceive is in direct sunlight.
Mul Daya Magic. You know the chill touch can-
trip. When you reach 3rd level, you can cast the hex
spell once with this trait and regain the ability to do so
when you finish a long rest. When you reach 5th level,
you can cast the darkness spell once with this trait and
regain the ability to do so when you finish a long rest.
Wisdom is your spellcasting ability for these spells.
Elf Weapon Training. You have proficiency with
the longsword, shortsword, shortbow, and longbow.

Page 37

The Eldrazi are a race of interplanar beings that once
traveled from plane to plane through the Æther. They
fed on the mana and life energy of the planes, leaving
lifeless husks in their wake as they moved from one
world to the next. Their origin is unknown and their
nature is poorly understood, and if they have thoughts
or goals beyond simply feeding, their minds are utterly
inscrutable. Even their magic transcends the categories
of spells and classifications of mana, recognizing no
distinction between the mana of one land and that of
Three monstrous Eldrazi titans were bound on
Zendikar in eons past: Ulamog, Kozilek, and Emra-
kul. No one can say whether more titans might exist
somewhere in the vast multiverse, but these three have
power enough between them to threaten countless
planes. 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 Zend-
ikar. Now that the titans are free, their first priority is
amassing enough energy to leave Zendikar and return
to their astral forms.
Multitudes of lesser creatures—drones, spawn, and
more powerful servitors—seem to emanate from the
titans when they are active, much as clouds of vapor
emanate from boiling water. Each titan has its own
brood lineage, which shares certain common features.
The people of Zendikar have named the various kinds
of lesser Eldrazi, but they appear in such multifarious
variety that they are difficult to fully categorize.
Some speculate that the lineages of lesser Eldrazi
are extensions of their titan sires, extending the titans’
will and reach across the plane, and harvesting mana
and life energy that is then channeled back to the
titans. In effect, the great multitudes of lesser Eldrazi
are organs of the titans, serving sensory and digestive
functions for these alien beings.

Page 38

These lesser Eldrazi come in a bewildering variety
of forms, from weak spawn to towering behemoths
nearly as large as the titans. The brood lineages of the
three titans are markedly different from each other,
and they have different effects on the land and its crea-
tures as they spread across Zendikar.
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. For example, the weakest Eldrazi spawn (un-
der challenge rating 1) might use the statistics for the
cockatrice, dretch, violet fungus, gas spore, myco-
nid adult, rust monster, or troglodyte. More pow-
erful drones (challenge rating 1 to 5) could be based
on the barlgura, black pudding, carrion crawler,
chuul, ettercap, gibbering mouther, gorgon, grell,
hook horror, nothic, otyugh, phase spider, red
slaad, umber hulk, or xorn. The ranks of the true El-
drazi (above challenge rating 5) could be represented
by such creatures as the aboleth, beholder, cloaker,
drider, goristro, hezrou, mind flayer, spirit naga,
blue slaad, gray slaad, death slaad, or yochlol. The
Eldrazi titans—Ulamog, Kozilek, and Emrakul—are
unique beings akin to the titans of D&D: the empyre-
an, kraken, and tarrasque.
Some small modifications to existing monster
statistics can make creatures feel more like the Eldrazi
that are consuming Zendikar. Consider the following
additions and changes:

• Eldrazi are immune to psychic damage and the
charmed condition.

• Eldrazi of Ulamog’s brood lineage have no eyes;
they are immune to the blinded condition and
have blindsight to a range of 30 feet.

• Some drones act as extensions of the Eldrazi
titans’ hunger. Change the damage type of such a
monster’s attacks to necrotic damage.

• Some Eldrazi have a Life Drain ability similar
to that of a wight, forcing a target to succeed on
a Constitution saving throw or have its hit point
maximum reduced by an amount equal to the
damage taken. This reduction lasts until the target
finishes a long rest. The target dies and is utterly
consumed by the Eldrazi if this effect reduces its
hit point maximum to 0.

• 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 Eldrazi spawn in the host’s body.

• More powerful Eldrazi can consume spawn and
use them as fuel for their own abilities. The El-
drazi destroys an Eldrazi 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

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