Planeshifted Guide to Tarkir

by grzart

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A Planeshifted Guide to the
Explore Magic the Gathering's plane of dragons and their clans in this homebrew rules expansion and campaign setting guide for Dungeons and Dragons 5th Edition

Credits



  • Cover Art:
  • Raymond Swanland

Artist Credits:
Aleksi Briclot, Andreas Rocha, Carl Frank, Chase Ston, Christopher Burdett, Christopher Moeller, Chris Rahn, Chris Rallis, Daarken, Dan Scott, David Gaillet, Eric Deschamps, Howard Lyon, Igor Kieryluk, Izzy, Jaime Jones, Jakub Kasper, James Ryman, Jasper Sandner, Jesper Ejsing, Karl Kopinski, Mike Bierek, Nils Hamm. Raoul Vitale, Ralph Horsley, Ryan Yee, Steve Argyle, Steve Belledin, Wesley Burt, Willian Murai, Yeong Hao Han, Yigit Koroglu, YW Tang, Zack Stella


  • The following resources provided material and inspiration:
  • The MTG Wiki
  • Planeswalker's Guide to Khans of Tarkir, part 1 and part 2
  • Planeswalker's Guide to Dragons of Tarkir, part 1 and part 2
  • Magic: the Gathering cards from the Khans of Tarkir, Fate Reforged, and Dragons of Tarkir sets.

Other Planeshifted Guides


Supporters:
A huge thank you to the supporters who make this project possible. You guys rock!
A.J., Adam Larson, AJ Moraitis, Alex Hernandez, Alex Hunter, Alun Howard, Andre Beshta, André Paquim, Andrew Arias, Andrew Fielder, Anonymmoose238, Antoine Polignone, Astus, Blobkid, Bryce Haertjens, Caroline Magoulas, Chris Campbell, Christian Weiß, Connor Sanders, David Vincent DeCaro-Brown, Dillon Stevenson-Barker, Douglas Burtt, Duncan Thesingh, Dylan Man, E, EletronicStar D, Fabian Neubauer, Finn the Human, Gaibaa, Hannah Flayhan, Isaac Swisher, Joseph Joffe, juan daniel Morales, Justin Finley, larynxplateau, Maribel Rodriguez, Mason Jones, Matthew McKinnon, Matthew Wood, Merlin Fontana Martin, Nebulous, Patrick O'Connell, Radek, ReaperTheWolf, Shaun Sullivan, Smoky, Tim Platt, Xoridian, zen magus


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Show your support for the Planeshifted Guides project through my Patreon, or by buying me a coffee. Thank you!

Changelog
  • Version 1.1
    • Fixed page layout errors
    • Corrected stat block CR
    • Fixed broken artist credit links
    • Added PDF link
    • Added technical resources
  • Version 1
    • Public Release
  • Version 0.3
    • Added Bestiary
  • Version 0.2
    • Patreon Release

A Planeshifted Guide to Dragons of Tarkir is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.

Welcome
Andreas Rocha
@andreasrocha
Welcome to

TARKIR

Tarkir is a wartorn land ruled by five clans, and each clan is ruled by an ancient dragon known as a dragonlord. Dragons are integral to Tarkir, which has a unique, "dracometeorological" ecosystem. Dragons do not reproduce traditionally, but are spawned from elemental storms known as dragon tempests, which spawn five different broods of dragon in accordance to terrain, each with their own personalities and breath weapons.

Originally, the dragonlords were extinct, and the clans of Tarkir were ruled by human warlords called khans. But that all changed when the dragon planeswalker Ugin was able to alter time and the history of the world, saving himself from death and allowing the dragons to flourish into the modern era.

About this book

This document is an in-depth guide to playing Dungeons & Dragons in Magic: the Gathering's plane of Tarkir. More information on the plane of Tarkir and its storied history can be found in Planeswalker's Guide to Khans of Tarkir, parts 1 and 2, and Planeswalker's Guide to Dragons of Tarkir, parts 1 and 2.

Chapter 1 provides a guide to creating a character in Tarkir, introducing twelve new races.

Chapters 2-3 provide collections of twelve new spells, two new adventuring gear items, and five new magic items.

Chapter 4 provides information on the lore of Tarkir, its dragon clans, and locations.

Chapter 5 provides a collection of stat blocks for various creatures found throughout the Tarkir.

chapter 1

CHARACTERS

xiekivi
CHARACTERS
(previous) Dan Scott
@https://danscottart.com/

Races

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

When you create a character for the Tarkir setting, follow these additional rules during character creation.

Ability Score Increases

When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Khan (Common) and one other language that you and your DM agree is appropriate for the character.

Tarkir Languages
Language Typical Speakers
Ainok Ainok
Aven Aven
Demonic Rakshasa, Demons
Draconic Dragons, Naga
Goblin Goblins
Khan (Common) Anyone
Loxodon Loxodon
Orcish Orcs
Primordial Djinn, Efreet

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this section tells you what your creature type is.

Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Age

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Proficiencies

Some races and subraces grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.

Proficiency Swaps
Proficiency Replacement Proficiency
Skill Skill
Armor Simple/Martial weapon or tool
Martial weapon Simple/Martial weapon or tool
Simple weapon Simple weapon or tool
Tool Simple weapon or tool
Chase Stone
@chasestone // deviantart
CHARACTERS
Wesley Burt
@wesleyburt

Ainok

The Ainok are humanoid canines native to the Qal Sisma mountains. The ancient ainok resembled mastiffs or bears, but are mostly extinct due to being hunted by dragons. Lupine and Jackal-like ainok are more common, scavenging food away from the drakes. Aside from the mountains, ainok can typically be found among the dragonlord clans of Ojutai and Dromoka.

The ainok of the desert are deeply connected to it. They can always find their way to water, and they rarely become disoriented by the terrain. The Dromoka tradition of the sandbringer originated with Ainok shamans.

Ainok are likely to enter a berserk state in the heat of battle, reverting to ancestral instincts and tearing into enemies with their powerful jaws. A blood-mad ainok might even devour raw, bloody chunks of a fallen opponent, although such behavior is considered an embarrassing loss of control.

The ainok also have a tradition of ritual fighting, both as battle training and as a way to winnow out those who were too weak to contribute effectively to the pack. Those who fail this test are cast out alone into the wilderness, almost certainly to die.

Ainok Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Bite. You can use your elongated fangs to make unarmed strikes. If you hit with then, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Canine Talents. You have proficiency in two of the following skills of your choice: Acrobatics, Athletics, Intimidation, Perception, or Survival.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Throat Clamp. Immediately after you hit a creature with your Bite as part of the Attack action on your turn, you can use a bonus action to attempt to throw the target to the ground if it is within 5 feet of you and no more than one size larger than you. The target must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier or be grappled by you. Until the grapple ends, both you and the target are knocked prone.

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.

CHARACTERS
Zack Stella
@zack_stella

Aven

The aven are avian humanoids found throughout Tarkir. Their clawed, feathered forelimbs are simultaneously wings and arms, much like the forelimbs of primitive birds. Many aven take features from cranes and falcons, and can be found among the Ojutai and the Dromoka. Vulture-like aven are sometimes found among the Silumgar.

Having wings allows aven a better command of the draconic language, particularly the body language that conveys complex meaning.

Aven Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Powerful Wings. When you take the Attack action on your turn, you can replace one of your attacks with a gust of wind from your wings in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or be pushed 15 feet away from you in a direction following the line. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area.

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.

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

Winged Body Language. You have advantage on Charisma-based ability checks you make to influence dragons.

CHARACTERS
Chase Stone
@chasestoneart

Djinn

Like their efreet cousins, the details of the homeland of the djinn is a closely kep secret. These enigmatic elementals are aligned with the element of air, enabling them to fly and direct the winds. They appear as humanoids with blue-gray skin, large black eyes, and horns. Djinn are readily welcomed into the Ojutai clan, since their natural talents allow them to adopt the disciplines of the clan easily.

Djinn Traits

You have the following racial traits.

Creature Type. You are an Elemental.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Limited Flight. You have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor. You fall if you end your turn in the air and nothing else is holding you aloft.

Mingle with the Wind. You know the gust cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting 5th level, you can also cast the gust of wind spell with this trait, without requiring a material component. Once you cast feather fall or gust of wind with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

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

Unending Breath. You can hold your breath indefinitely while you're not incapacitated.

Variant Spells

With the DM's permission, you can replace the gust of wind spell in your Mingle with the Wind trait with the dust devil or warding wind spell, which appear in Xanathar's Guide to Everything and Elemental Evil Player's Companion.

CHARACTERS
Izzy
@izzymedrano

Efreet

Aligned with the element of fire, the efreet appear as humanoids with dark, rocky skin highlighted by an internal glowing flame. The homeland of the efreet in an inaccessible mountain range called Qadat, the Fire Rim. Efreet who choose to leave Qadat are outcasts from their own kind and are no longer welcome in the Fire Rim. They will not talk about their former lives, which is why Qadat continues to be shrouded in mystery.

Efreet Traits

You have the following racial traits.

Creature Type. You are an Elemental.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Fire Resistance. You have resistance to fire damage.

Illumination. You emit bright light in a 5 foot radius and dim light for an additional 5 feet.

Reach to the Blaze. You know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without a material component. Once you cast burning hands or flame blade with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

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

Smolder. When a creature within 5 feet of you hits you with a melee attack, the creature takes fire damage equal to your proficiency bonus. In addition, a creature grappling or grappled by you takes fire damage equal to your proficiency bonus at the start of each of your turns.

CHARACTERS
Mike Bierek
@michael-bierek

Goblin

Goblins are diminutive humanoids found in Tarkir, native to the Qal Sisma mountains and the surrounding plateaus. Plateau goblins typically have red fur, while those adapted to the cold mountains have white fur; their skin tones can vary from dark olive to brown to tan. Goblins live in packs, led mostly by instinct as scavengers. When fighting, goblins are known to scramble onto their prey and swarm it, hopping from one target to the next. Outside of their packs, goblins can typically be found among the members of clans Kologhan and Atarka.

Goblin Traits

You have the following racial traits.

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

Size. You are Small.

Speed. Your walking speed is 30 feet.

Climb Attack. When you hit a Medium or larger creature with an unarmed strike as part of the Attack action on your turn, you can climb onto it as part of the same action, as described in the Climb onto a Bigger Creature rules in the Dungeon Master's Guide.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.

Goblin Nimbleness. You can move through the space of any creature that is of a size larger than yours without expending extra movement.

Natural Scavenger. You have proficiency in the Perception and Survival skills.

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

CHARACTERS
David Gaillet
@davidgaillet

Human

Humans are among the most dominant sapient species of Tarkir, and are similar in appearance to their counterparts on other worlds. They are known for both their tenacity and their ingenuity. Humans make up a large number of all dragonlord clans

Human Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Skills. Humans have a wide range of natural talents. You have proficiency in one skill of your choice and with one tool of your choice.

Variant Traits

If your campaign uses the optional feat rules from the Player's Handbook, your Dungeon Master might allow these variant traits, which replace your Human Determination and Skills traits.

Resourceful. Whenever you finish a long rest, you are given inspiration, using the rules for inspiration provided in the Player's Handbook.

Feat. You gain one of the following feats from the Player's Handbook: Alert, Healer, Lucky, Magic Initiate, Savage Attacker, Skilled, or Tough.

CHARACTERS
Eric Deschamps
@deschampsart // http://www.ericdeschamps.com/

Loxodon

Loxodon are elephantine humanoids, and are native to the coldest regions of the Qal Sisma mountains. Unlike the loxodon of other planes, Tarkir loxodon are similar in appearance to mammoths, bearing elongated tusks and covered with thick wool. They are known and feared for their strength and martial prowess. Loxodon are exceedingly rare outside of the mountains, and are not likely to be found outside their own small family units.

Loxodon Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Elephantine Talents. You have proficiency with one of the following skills of your choice: History, Investigation, Perception, or Survival.

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

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

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Trunk. You have a trunk through which you can breathe. It can manipulate an object, open or close a door or container, pick up or set down a Tiny object, wield a weapon that has the light property, or grapple a creature. You can also use the trunk to make an unarmed strike. The trunk can't lift more than 10 pounds.

CHARACTERS
Izzy
@izzymedrano

Naga

The naga are snake-like humanoids of Tarkir, their ancestral home being the Sagu Jungle. They have two arms, but they have a snake's abdomen and tail in place of legs, and they are covered in scales that range in color from green to blue and gray. Most naga have become enslaved servants of dragonlord Silumgar. Among the clan, they seek roles as translators of their native draconic tongue, and many believe they are distantly related to dragons. Many naga also display an aptitude for the necromantic magics that Silumgar has gleaned from rakshasa demons.

Naga Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

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

Blindsight. You can perceive your surroundings within 10 feet of you without relying on sight. You can't detect Constructs or Undead this way.

Poison Spray. As an action, you can spit a blinding poison from your fangs at one creature you can see within 20 feet of you. That creature must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, a creature takes 1d6 + your Constitution modifier poison damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.

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.

Poison Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Serpentine Build. You have a serpentine body which you can use to grapple a creature while leaving your hands free. You have advantage on ability checks you make to initiate a grapple this way.

CHARACTERS
Aleksi Briclot
@aleksi

Orc

Orcs are fanged humanoids with pointed ears, wide noses, and gray skin tones. They are belived to be native to the Screamreach bogs and swamps. They traditionally live in their own villages throughout the bogs and steppes, but many orc families have integrated in clan Kolaghan, where they serve in battle alongside others. Orcs are renown for their ferocity.

Orc Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Aggressive. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

CHARACTERS
Yigit Koroglu
@yigitkoroglu

Rakshasa

Rakshasa are demons who appear as tiger-like humanoids, complete with stripes and tails. Many rakshasa also have large fangs, tusks, or horns, and are often seen wearing elaborate crowns, headdresses, and jewelry. They possess powerful necromancy and illusion magic, and know the secrets of summoning other sidikur demons. They have made an ancient pact with Silumgar, and serve alongside the clan.

Rakshasa Traits

You have the following racial traits.

Creature Type. You are a Fiend.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

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

If you hit a creature that isn't a Construct or Undead, the target must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier or suffer the rakshasa curse.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Magic Resistance. You have advantage on saving throws against spells.

Rakshasa Magic. You know the minor illusion cantrip. Starting at 3rd level, you can cast the detect thoughts spell with this trait. Starting at 5th level, you can also cast the suggestion spell with this trait. Once you cast detect thoughts or suggestion with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

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

Rakshasa Curse

The curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

CHARACTERS
Zack Stella
@zack_stella

Sibsig

Warriors of other clans that are killed by clan Silumgar are not usually disposed of, but instead turned into zombies known as Sibsig. Unlike a typical animate corpse, the dark magic of Silumgar priests and necromaster dragons imbues sibsig with a twisted dark energy, making them stronger than a risen corpse. These undead warriors are most often found wandering and patrolling the Gurmag Swamps, which encircle Silumgar's domain.

Sibsig Traits

You have the following racial traits.

Creature Type. You are an Undead.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

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

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.

Sibsig Talent. You have proficiency in the Perception skill.

Sleepless. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

CHARACTERS
Igor Kieryluk
@igorkieryluk

Vampire

Kheru is the center for arcane and scholarly research among the Silumgar. It is known that the bloodsucker and mind eater undead known as vampires originated from this terrible place. Unlike the zombie warriors of the sibsig, vampires are typically difficult to control and prone to seek out their own prey. They have a hunger for the life energy of other creatures.

Vampire Traits

You have the following racial traits.

Creature Type. You are an Undead.

Size. You are Medium.

Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Deathless Nature. You don't need to eat, drink, or breathe. You are immune to disease and to the effects of aging, and you cannot be aged magically. You don't cast reflections or shadows.

Spider Climb. You can use your climbing speed on difficult surfaces, including vertically and upside down along ceilings, without expending extra movement or needing to make an ability check.

Tongue. You have a long tonuge that you can use to make unarmed strikes. Your reach for it is 10 feet. When you hit a Large or smaller creature with it, you can forego dealing damage to grapple the target, even if you don't have a free hand. Until the grapple ends, you can't use your Tongue to attack another target.

Vampiric Drain. As an action, you can use your tusk-like fangs to make an unarmed strike against a creature that isn't a Construct or Undead and is grappled by you, incapacitated, or restrained. If the attack hits, it deals its normal damage plus 1d6 necrotic damage, and you gain temporary hit points equal to the necrotic damage taken.

chapter 2

SPELLCASTING

tijarechanir
SPELLCASTING
(previous) Howard Lyon
@howardlyonart

Spells

The following section presents spells available to spellcasters in Tarkir. The Spells table shows which class spell lists the spells appear on, as well as that spell's level and school of magic. With your DM's permission, these spells might be available to you even if they aren't on your class spell list.

Spells
Level Spell School Classes
2nd Arcbond Evo. Sorcerer, Warlock, Wizard
2nd Channel Harm Abj. Cleric
2nd Crater's Claws Con. Cleric, Sorcerer, Warlock, Wizard
2nd Draconic Roar Tra. Bard, Cleric, Sorcerer, Wizard
2nd Gauntlets of Light Tra. Cleric, Paladin
3rd Anticipate Div. Sorcerer, Warlock, Wizard
3rd Rite of the Serpent Nec. Bard, Cleric, Warlock, Wizard
3rd Winds of Qal Sisma Tra. Druid, Sorcerer, Wizard
4th Dragonscale Boon Abj. Druid, Sorcerer, Wizard
4th Duneblast Tra. Druid, Ranger, Sorcerer, Wizard
5th Rally the Ancestors Nec. Bard, Cleric, Paladin
6th Ojutai's Summons Con. Sorcerer, Wizard

Spell Descriptions

The spells are presented in alphabetical order.

Anticipate

3rd-level Divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 round

You briefly meditate on all the possible outcomes that might be pursued by a target of your choice that you can see within range. The target must succeed on a Charisma saving throw or have disadvantage on all attack rolls, ability checks, and saving throws until the start of your next turn. Until the spell ends, you can use your reaction to direct one ally within range to move up to their speed.

Arcbond

2nd-level Evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a lightning rod)
  • Duration: Concentration, up to 1 minute

One creature you touch becomes sheathed in harmless magical lightning for the duration. Until the spell ends, when the target takes damage, each other creature within 5 feet of the target must succeed on a Dexterity saving throw or take 5d6 lightning damage.

Channel Harm

2nd-level Abjuration


  • Casting Time: 1 reaction, which you take when a creature you can see within range is hit by an attack
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a magical shield around a creature when it is hit by an attack, reducing the damage of the triggering attack by 2d4. If you reduce the damage to zero, the shield causes the attack's energy to backfire, and the creature that made the attack roll takes damage equal to the amount it would have dealt.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage the triggering attack is reduced by increases by 1d4 for each slot level above 2nd.

Crater's Claws

2nd-level Conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a geode)
  • Duration: Concentration, up to 1 minute

You conjure a Medium draconic claw made of magma from the ground in an unoccupied space of your choice you can see within range that lasts for the duration. When you cast this spell, and as a bonus action on each of your turns until the spell ends, you can direct the claw to slash at a creature within 15 feet of the claw. Make a melee spell attack against the target. On a hit, the target takes fire damage equal to 2d6 + your spellcasting ability modifier.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot levels above 2nd.

SPELLCASTING

Draconic Roar

2nd-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a clove of garlic)
  • Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to roar like a mighty dragon. Until the spell ends, the target can use an action to roar. Each creature of the target's choice within 30 feet of it must succeed on a Wisdom saving throw or be frightened of the target for the duration. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dragonscale Boon

4th-level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (the scale of a draconic creature)
  • Duration: Concentration, up to 1 minute

You conjure an etheral coat of dragon scale mail onto one creature you touch, which lasts for the duration. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature has resistance to the chosen damage type, has a +1 bonus to AC, and has advantage on saving throws against the Frightful Presence and breath weapons of dragons.

Duneblast

4th-level Transmutation


  • Casting Time: 1 action
  • Range: Self (150-foot radius)
  • Components: V, S, M (a pinch of sand)
  • Duration: Concentration, up to 1 minute

You cause sand to burst out from your space and create a sandstorm. Each creature within 150 feet of you when you cast this spell must make on Dexterity saving throw, taking 6d6 bludgeoning damage on a failed save, or half as much on a successful one.


A sandstorm appears in a 150-foot radius around you and lasts for the duration. A creature that ends its turn in the spell's area takes 2d6 bludgeoning damage. Until the spell ends, the area is heavily obscured. The sandstorm also imposes disadvantage on Wisdom (Perception) checks that rely on hearing. The sandstorm's wind extinguishes open flames, disperses fog, and erases tracks in the sand or snow. A creature falls at the end of its turn if it is flying by nonmagical means in the area and can't hover.

Gauntlets of Light

2nd-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a creature, causing its fists or other natural weapon to glow with light for the duration, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. Until the spell ends, the target's unarmed strikes and natural weapon attacks are magical with a +1 bonus to attack rolls and damage rolls. In addition, when the target hits a creature with an unarmed strike, the target may choose to have the attack deal 1d6 + its Strength modifier force damage, rather than the damage normal for its unarmed strike.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the attack and damage roll bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Ojutai's Summons

6th-level Conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (burning incense)
  • Duration: Concentration, up to 1 hour

You call forth an elemental servant of dragonlord Ojutai. A djinn monk manifests in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.


The creature is an ally to you and your companions. 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 move to avoid danger.


If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental. It knows you used magic to summon and bind it, and it might attack. It is a servant of dragonlord Ojutai first and foremost. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

SPELLCASTING
Ryan Yee
@artofryanyee

Rally the Ancestors

5th-level Necromancy (ritual)


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a war banner, and an item connected to each spirit in life)
  • Duration: Concentration, up to 24 hours

You conjure the spirits of three creatures who share a bond with you (such as ancestors or fallen comrades). The spirits manifest as specters in unoccupied spaces that you can see within range. A spirit disappears when it drops to 0 hit points or when the spell ends.


Each spirit is an ally to you and your companions. In combat, the spirits share your initiative count, but they take their turn immediately after yours as a group. They obey your verbal commands (no action required by you). If you don't issue any, they each take the Dodge action and use their move to avoid danger.

Rite of the Serpent

3rd-level Necromancy (ritual)


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (an ornate ritual dagger worth 500gp)
  • Duration: 24 hours

Choose a corpse of Medium or Small humanoid within range. A swarm of poisonous snakes emerges from the corpse under your control. When the swarm drops to half its points, it splits into four poisonous snakes. When the spell ends, each snake disappears.


Each creature is an ally to you and your companions. In combat, each creature shares your initiative count, but they take their turn immediately after yours as a group. The creatures obey your verbal commands (no action required by you). If you don't issue any, they takes the Dodge action and use their move to avoid danger.

Winds of Qal Sisma

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: Self (40-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure strong winds within 40 feet of you that affect only your enemies for the duration. The winds move with you and remain centered on you. Until the spell ends, your enemies have disadvantage on Wisdom (Perception) checks to detect you and allies within the winds, and ranged weapon attacks against you and your allies within the winds have disadvantage. In addition, a creature hostile to you flying by nonmagical means in the wind must land at the end of its turn or fall.


The wind extinguishes open flames and disperses fog in the spell's area.

chapter 3

TREASURES

rasvimi
TREASURES
(previous) Steve Argyle
@steveargyle

Adventuring Gear

This section presents a selection of nonmagical items that can be found or purchased while adventuring in Tarkir. The items are presented in alphabetical order.

Goblin Boom Keg

Explosive 250gp, 20 lb.

The goblins who serve Atarka have attempted to mimic her dragonfire by using a combination of mundane reagents that explode in the presence of fire.


Setting fire to a keg of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. After that round, the keg explodes. Each creature within 10 feet of the keg when it explodes must make a DC 12 Dexterity saving throw, taking 7d6 fire damage on a failed save, or half as much on a successful one.

Spidersilk Net

Adventuring Gear 100gp, 15 lb.

Spidersilk nets are used by dragonlord servants to attempt to ensnare and take down other dragons. They are fashioned from the websilk of giant spiders, rather than more mundane materials, and are attached to long ropes so they can be retrieved after being thrown a long distance.


As an action, you can throw the net at one Huge or smaller creature or object you can see. Make a ranged weapon attack against the target, treating the net as a simple ranged weapon with the thrown (range 60/120) property. On a hit, the target is restrained until freed. The net has no effect on creatures that are formless, or creatures that are Gargantuan. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Magic Items

This section describes magic items that are likely to be found while adventuring in Tarkir. These items might be found as part of a monster's treasure hoard, the loot of a clan, or perhaps given as gifts by dragons. The items are presented in alphabetical order.

Cranial Archive

Wondrous Item, Rare (Requires Attunement)

The cranial archive was created by Silumgar's naga necromancers as a means to increase the effectiveness of the Sibsig zombies at their command.


While wearing this helm, your Intelligence score changes to 21. The helm has no effect on you if your Intelligence without the helm is equal to or greater than 21.

Ghostfire Blade

Weapon (Longsword), Legendary (Requires Attunement)

The ghostfire blade is forged from the breath of Ugin, the Spirit Dragon. The blade is completely invisible, and it sets fire to everything it touches.


The sword has 4 charges, and regains 1d4 expended charges daily at dawn. When you hit a creature with a melee attack using the sword, you can expend one charge to cast the disintegrate spell on the target.

Heart-piercer Bow

Weapon (Shortbow), Rare

Designed by an ancient artificer, these bows are carved from dragon bone and strung with the wind itself.


While wielding this magic bow, attacking with it at long range doesn't impose disadvantage on your ranged weapon attack rolls, and your ranged weapon attacks with it ignore half and three-quarters cover. When you hit a creature with a ranged weapon attack with it, the target takes an additional 1d6 lightning damage.

Stormrider Rig

Wondrous Item, Very Rare (Requires Attunement)

The stormrider rig appears as a harness with spiked metal pauldrons; the spikes are constantly conducting arcs of electricity.


While wearing the rig, you gain the following benefits:

  • Your melee weapon attacks deal an additional 1d6 lightning damage on a hit.
  • A creature that touches you or hits you with a melee attack while within 5 feet takes 1d6 lightning damage.

Vial of Dragonfire

Wondrous Item, Uncommon

A vial of dragonfire is a glass vial magically augmented through artifice to contain the breath of a dragonlord. As an action, you can throw the vial up to 20 feet, shattering it on impact. Each creature within 15 feet of the vial when it shatters must make a DC 15 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one.

chapter 4

DRAGON CLANS

draushum clvini
DRAGON CLANS
Chris Rahn
@chrisrahnart
(previous) Daarken
@daarken

Atarka

Clan Atarka, as all the clans of Tarkir, takes its name from its dragonlord: Atarka, the World Render. Led by Surrak, the Hunt Caller (Human Berserker), the members of clan Atarka remain fairly independent - as long as the dragons are fed. Savagery and strength are the clan's greatest assets.

The humans and frontier ainok of the clan are often joined by the Efreet of Qadat, who are won over by Atarka's promise to spread the glory of fire to all the world.

Atarka is worshipped and fed by her subjects at Ayagor, the Dragon's Bowl, which is a shallow, high valley in the Qal Sisma mountains whose ice has melted completely. The dragons spend most of their time hunting or fighting among themselves. The most important force in the frontier are the huge, hungry Atarka-brood dragons, so for the clan to eat, they have to make sure the dragons are fed first.

Dragonlord Atarka

Atarka is a robust beast with antlers, horns, and fur. She breathes green flames. The ultimate predator, Atarka spends her days, and most of her nights, hunting and feasting. Atarka and her brood emerged full-fledged from Ugin's dragon tempests and were drawn to Tarkir's mountain slopes. They were driven by hunger alone. Like their progenitor, Atarka's brood breathe fire.

Atarka's Brood can be represented by wyrmling, young, and adult variations of red dragons. You can find a stat block for Atarka herself on page 36.

DRAGON CLANS
James Ryman
@jamesryman

Dromoka

Under their dragonlord, clan Dromoka is a true community, dragons and desert survivors bound together by their common allegiance to their devoted leader. The dragon scalelords foster trust among their subjects, while the other clans must spend their time quelling rebellions. This is achieved by separating the children from their parents and raising them communally, instilling obedience to the dragons into them from an early age. Dragons sit on the top of extended adopted families that are organized meritocratically, offering everyone a place. The dragons even offer distinguished humanoids their scales as protection. The only exception is those who want to reinstate the kin-tree traditions, who are regarded as heretics and hunted.

Dromoka's domain is the Shifting Wastes, a sprawling desert dotted with a number of draconic aeries. The Aerie of the Unfettered is the only settlement in Dromoka lands that is home only to dragons. The Unfettered owe no fealty to anyone and have no humanoids under their protection. Dromoka herself makes her roost in the Great Aerie, a gigantic structure that extends and fortifies the natural defensive position of the hill. The fortress is nearly invulnerable to ground assault, and the sky is heavily patrolled by dragons and aven.

Dragonlord Dromoka

Dromoka is a robust, ankylosaur-like beast, well protected by scaly armor, and is able to breathe searing beams of light. She is a patient, merciful leader, but in battle, she does not hesitate to unleash her breath weapon to obliterate those who dare stand against her. Dromoka and her brood emerged from Ugin's dragon tempests covered with tough scales that protect them from most clan weapons and magic. They were drawn to Tarkir's hot and sunlit deserts. Like their progenitor, Dromoka's brood breathe blasts of searing light.

Dromoka's Brood can be represented by wyrmling, young, and adult variations of blue dragons, except their breath weapons deal radiant damage instead of lightning damage. You can find a stat block for Dromoka herself on page page 37.

DRAGON CLANS
Daarken
@daarken

Kolaghan

Kolaghan became a fearsome leader of what was once the Mardu clan, using violence, cruelty, and her trademark unpredictability to keep the clan in line. Since the dragonlord rarely takes interest in the clan except to express her dominance, the Kolaghan follow other dragons from her brood that are born from the storms. The reckless Kolaghan take what they want when they want it, including power and dominance within the clan. The strongest dragons, the aggressive Warkites, are huge, strong, and battle-scarred. Non-dragon members of the clan are known to suffer from a powerful bloodlust called "the Crave". Cannibalism is not unusual, and the Blood-Chin orcs and humans seek out humanoid flesh. The Foul-Tongue Shamans of the Kolaghan use dark magic by perverting the Draconic language of Ugin into something sinister.

Kolaghan's domain is Screamreach, a system of chilly bogs and swamplands.

Dragonlord Kolaghan

Kolaghan is titanic, covered in spines, features four feathered wings, and is able to breathe lightning. Feral and brutal, she enjoys the hunt and the kill more than the resulting meal. Unlike the other dragons, Kolaghan does not appear to speak draconic, only communicating in lightning flashes and violence. Kolaghan and her brood emerged from Ugin's dragon tempests armed with lightning breath and unmatched speed. They were drawn to Tarkir's arid hills and steppes. Like their progenitor, Kolaghan's brood breathe lightning.

Kolaghan's Brood can be represented by wyrmling, young, and adult variations of blue dragons. You can find a stat block for Kolaghan herself on page page 38.

DRAGON CLANS
Willian Murai
@willmurai

Ojutai

The humanoids of the Ojutai revere the dragons as the epitome of age, wisdom, and martial strength, seeking their guidance and believing that, by following Ojutai's edicts, that they will in another lifetime be reborn as dragons. The elites of the clan are the long-lived Skywise dragons. They are aloof, solitary, and graceful. The teachings of the dragons (and of Ojutai in particular) are seen as the pinnacle of attainable wisdom and the entire clan is structured around gaining enlightenment from the Great Teacher himself. Leadership among the humanoids is earned by martial prowess and spiritual teaching rather than by heredity. Each humanoid member of the Ojutai holds both a martial rank and an academic rank. Any given individual may pursue either or both, and the two exist in parallel. The highest-ranked martial artist in a sanctuary commands the sanctuary's fighters, and the highest-ranked scholar teaches and leads the sanctuary in peacetime. The dragons rarely involve themselves in the lives of their subjects, preferring to tend to their own, inscrutable affairs. Attempts to deviate from Ojutai's teachings, including seeking records of the past, result in the person being declared a heretic and executed.

The dragonlord himself resides in the mountain sanctuaries, concerned with enlightenment and teaching, not with the mundane details of humanoid society.

Dragonlord Ojutai

Ojutai is a lithe, feathered winged creature with an icy breath. He is considered to be insightful and wise, though several of his actions are motivated by spite. Ojutai and his brood emerged full-fledged from Ugin's dragon tempests and were drawn to Tarkir's cold peaks. Like their progenitor, Ojutai's brood breathe streams of ice.

Ojutai's Brood can be represented by wyrmling, young, and adult variations of white dragons. You can find a stat block for Ojutai himself on page page 39.

DRAGON CLANS
Nils Hamm
@nilshamm

Silumgar

Of the five dragonlords on Tarkir, Silumgar has the fewest living followers, but the clan's undead numbers are unrivaled. Silumgar's underlings emulate their dragonlord in all that they do. They take care to curry favor and deflect blame. Assassination and extortion are commonplace as those in the inner circle jockey and kill for a position. The naga translators are often the first and fastest to gain favor. They are also the first to abuse what they have earned. When Silumgar wants to lay waste to his enemies, he calls on the Deathbringer dragons. They breathe clouds of poison gas that choke armies and drool streams of acid that dissolve everything in their path. Meanwhile, some necromancer dragons can enhance their terrible magic by pulling the latent energy from dead flesh.

The dragonlord himself has grown paranoid that the Rakshasa might turn against him. In these fits, he often kills his own subjects. When he discovers that someone has attempted to undermine or manipulate him, his answer is often swift and brutal, rooting out whole networks to punish sedition. As a result, numerous festivals and rites are designed to distract, soothe or delight the dragonlord and keep his thoughts away from paranoia.

Dragonlord Silumgar

Silumgar is a fat, snake-headed creature with a corrosive, venomous breath that hoards valuable items. He is destructive, cruel, and murderous. Silumgar and his brood emerged full-fledged from Ugin's dragon tempests and were drawn to Tarkir's misty jungles and swamps, stealing treasure and spreading death everywhere. Like their progenitor, Silumgar's brood breathe toxic corrosive gas.

Silumgar's Brood can be represented by wyrmling, young, and adult variations of green dragons. You can find a stat block for Silumgar himself on page page 40.

chapter 5

FRIENDS & FOES

suneic kagh wioti
FRIENDS & FOES
(previous) Chris Rallis
Franz Vohwinkel
@https://www.franz-vohwinkel.com/index.html

Bestiary

This chapter provides a number of monsters and NPCs who can be found in Tarkir. The creatures in this bestiary are organized alphabetically. The "Dragonlords" section gathers the stat blocks for the five dragonlords under a group heading, and those stat blocks are presented alphabetically within that section.

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

Tarkir Creatures
Creature Creature Type CR
Arynx Beast 3
Ancient Carp Beast 3
Colossodon Beast 8
Colossodon, Yearling Beast 3
Dragonlords
    Atarka Dragon ???
    Dromoka Dragon ???
    Kolaghan Dragon ???
    Ojutai Dragon ???
    Silumgar Dragon ???
Elementals
    Djinn Monk Elemental 6
    Ice Elemental Elemental 5
    Lightning Elemental Elemental5
    Wood Elemental Elemental 6
Gudul Lurker Beast 0
Gurmag Angler Beast 3
Highspire Mantis Beast 1/2
Hooded Hydra Monstrosity 8
Ivorytusk Fortress Beast 4
Kheru Mindeater Undead 5
Krotiq Monstrosity 11
Lammasu Celestial 4
Trove Custodian Construct 9
Zombie Mastodon Beast 6

Using a Stat Block

This chapter is a companion to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, please read the introduction of the Monster Manual before proceeding further. That book explains stat block terminology and gives rules for various monster traits, information which isn't repeated here.

Unusual Attacks and Magic

In this section you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else.

Meeting Prerequisites

If a stat block contains the name of a class in the creature's name or in parentheses under the name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items.

FRIENDS & FOES
Carl Frank

Arynx

The arynx are horned predator cats native to the Qal Sisma mountains. Once an Arynx has a creature's scent, it will continue to hunt it for miles on end.


Arynx

Large Beast, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 84 (7d10 + 14)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3, Stealth +6
  • Senses passive Perception 13
  • Languages
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

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

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the arynx 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 be knocked prone.

Bonus Actions

Pounce. The arynx makes a Bite attack against a prone creature.

FRIENDS & FOES
Christopher Burdett

Ancient Carp

Gargantuan Beast, Unaligned


  • Armor Class 18 (Immense)
  • Hit Points 77 (5d20 + 25)
  • Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 20 (+5) 1 (-5) 7 (-2) 2 (-4)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Immense. The carp's AC includes its Constitution modifier.

Water Breathing. The carp can breathe only underwater.

Actions

Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller creature. Hit: The creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the carp, and it takes 10 (3d6) acid damage at the start of each of the carp's turns. If the carp takes damage, it must succeed on a DC 10 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the carp. If the carp dies, it likewise regurgitates a swallowed creature.

Ancient Carp

The ancient carp is a fish that has grown to enormous proportions. According to legend, a fisherman took to heart an idiom spoken by dragonlord Ojutai: "Why eat now what could one day grow into a feast?" So, the fisherman waited and waited as the carp grew. But when he finally tried to collect his meal, the carp made a meal of him instead.

FRIENDS & FOES
Yeong Hao Han
@fooyee

Colossodon


Yearling Colossodon

Huge Beast, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 68 (8d12 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)

  • Senses passive Perception 11
  • Languages
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Flipped. A Large or larger creature can attempt to flip a colossodon onto its back with a successful grapple check. A flipped colossodon has vulnerability to all damage. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.

Actions

Tusks. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.


Colossodon

Gargantuan Beast, Unaligned


  • Armor Class 17 (natural armor), 22 while in its shell
  • Hit Points 227 (13d20 + 91)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
28 (+9) 3 (-4) 25 (+7) 4 (-3) 10 (+0) 5 (-3)

  • Saving Throws Str +12, Con +10
  • Senses darkvision 60 ft, passive Perception 10
  • Languages
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Flipped. A Huge or larger creature can attempt to flip a colossodon onto its back while the colossodon is prone with a successful grapple check. A flipped colossodon has vulnerability to all damage. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.

Actions

Tusks. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away from the colossodon and knocked prone.

Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) piercing damage, and if the target is a Large or smaller creature, it is grappled until the colossodon moves or uses its Stomp attack again. Until the grapple ends, the target is prone and restrained.

Shell Defense (Recharge 4–6). The colossodon withdraws into its shell, falls prone, and gains a +5 bonus to AC. While in its shell, the colossodon's speed is 0 and can't increase. The colossodon can emerge from its shell as an action, whereupon it is no longer prone.

FRIENDS & FOES
Karl Kopinski
Coming Soon

ATARKA

FRIENDS & FOES
Eric Deschamps
@deschampsart
Coming Soon

Dromoka

FRIENDS & FOES
Jaime Jones
Coming Soon

Kolaghan

FRIENDS & FOES
Chase Stone
@chasestone
Coming Soon

Ojutai

FRIENDS & FOES
Steven Belledin
Coming Soon

Silumgar

FRIENDS & FOES
Jakub Kasper

Elementals



Djinn Monk

Medium Elemental, Typically Chaotic Good


  • Armor Class 15 (Unarmored Defense)
  • Hit Points 65 (10d8 + 20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 10 (+0)

  • Skills Acrobatics +6, Perception +5, Stealth +6
  • Damage Immunities poisoned
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Primordial
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Ki-Empowered Strikes. The monk's weapon attacks are magical.

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

Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed). The monk can move along vertical surfaces and across liquids without falling.

Actions

Multiattack. The monk makes two attacks.

Force Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) force damage, and if the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be knocked prone.

Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Deflect Missiles. When the monk is hit by a ranged weapon attack, the monk reduces the damage it takes from the attack by 14 (1d10 + 9). If the damage is reduced to 0, the monk catches the missile and makes a Dart attack with it as part of the same reaction.

Slow Fall. When the monk falls, it reduces any falling damage it takes by 50.

FRIENDS & FOES
Mike Bierek
@michael-bierek

Ice Elemental

Large Elemental, Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 126 (12d10 + 60)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)

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

Ice Glide. The elemental can burrow through nonmagical ice and snow. While doing so, the elemental doesn't disturb the material it moves through.

Melt. While in an area of extreme heat, the elemental loses 1d6 hit points at the start of each of its turns.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) cold damage.

Snowball. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) cold damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or its speed is halved until the start of the elemental's next turn.

Ice Elemental

As the name implies, the ice elemental is aligned with water in its coldest state. These elementals can be found in the coldest reaches of the Qal Sisma mountains.

FRIENDS & FOES
Ralph Horsley
@ralphhorsley


Lightning Elemental

Large Elemental, Neutral


  • Armor Class 13
  • Hit Points 102 (12d10 + 36)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2)

  • Damage Resistances fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities lightning, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Lightning Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage and must succeed on a DC 13 Constitution saving throw or be stunned until the start of its next turn.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be stunned until the start of its next turn.

FRIENDS & FOES
Jesper Ejsing
@ejsing

Wood Elemental

Large Elemental, Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 126 (12d10 + 60)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)

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

Timber Walk. The elemental can move through difficult terrain made of plants or undergrowth without expending extra movement.

Actions

Multiattack. The elemental makes two vine attacks.

Vine. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a Huge or smaller creature, the elemental can grapple it (escape DC 13).

Wood Elemental

Wood elementals are attuned with plant life and nature. While they are typically found in places such as the Sagu Jungle or the Gurmag Swamps, Atarka's presence in the Qal Sisma mountains thaws the glaciers there, forcing some earth or ice elementals to adapt and become elementals of wood and plant.

FRIENDS & FOES
Christopher Burdett

Gudul Lurker

A gudul lurker is a curious creature nearly identical to a salamander. It is found in the Gudul, a series islands that dot the Marang River delta.


Gudul Lurker

Tiny Beast, Unaligned


  • Armor Class 11
  • Hit Points 4 (1d4 + 2)
  • Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 15 (+2) 1 (-5) 8 (-1) 3 (-4)

  • Skills Perception +1, Stealth +3
  • Senses darkvision 30 ft., passive Perception 11
  • Languages
  • Challenge 0 (0 or 10 XP)
  • Proficiency Bonus +2

Amphibious. The lurker can breathe air and water.

Limb Regeneration. The lurker regains 4 hit points at the start of its turn if it has at least 1 hit point. Its severed body members, if any, are restored.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

FRIENDS & FOES
YW Tang
@tangyw

Gurmag Angler

Gargantuan Beast, Unaligned


  • Armor Class 16 (Immense)
  • Hit Points 81 (6d20 + 18)
  • Speed 0 ft., swim 80 ft.

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

  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Humanoid Lure. The angler has a lure shaped like a Humanoid. A creature that inspects the lure can determine its true nature with a DC 10 Intelligence (Investigation) check.

Immense. The angler's AC includes its Constitution modifer

Water Breathing. The angler can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) piercing damage.

Consume Dead (Recharge 5-6). The angler uses its action to devour the corpse of a Large or smaller creature within 5 feet of it, regaining 10 (1d20) hit points.

Gurmag Angler

Lurking in the Gurmag Swamps, the angler has developed a curious adaptation: since nearly everything in the swamps preys on humanoids, it is able to use a fleshy lure roughly shaped as a humanoid to lure in unsuspecting prey, including sibsig zombies, naga, and other trespassers.

FRIENDS & FOES
Igor Kieryluk
@igorkieryluk

Highspire Mantis

At the isolated Highspire Stronghold, monks of clan Ojutai are trained to ride and control wild mantis native to the mountain peaks. Mantis riders know their mounts owe them no allegiance. Even a mantis ridden for years would consume a rider who loses focus for only a moment.


Highspire Mantis

Medium Beast, Unaligned


  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)

  • Skills Stealth +4
  • Senses passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Ambusher. In the first round of combat, the mantis has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the mantis surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage. If the target is a Medium or smaller creature, the mantis can grapple it.

FRIENDS & FOES
Chase Stone
@chasestone


Hooded Hydra

Huge Monstrosity, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)

  • Skills Perception +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Death Morph. When the hydra dies, a giant poisonous snake appears in its space for each head the hydra has remaining.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
    Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the target must make on a DC 16 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.

FRIENDS & FOES
Jasper Sandner
@JasperSandner


Ivorytusk Fortress

Huge Beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 40 ft.

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

  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Howdah. The elephant carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the elephant, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and other effects outside the fort. If the elephant dies, creatures in the fort fall prone in unoccupied spaces within 5 feet of the elephant.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the elephant moved at least 20 feet straight toward the target before the hit, the target must succeed on a DC 12 Strength saving throw or be knocked prone.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Fling Passenger. The elephant uses its trunk to throw one Small or smaller creature riding in its fort up to 60 feet. The creature takes 3 (1d6) bludgeoning damage for each 10 feet it was thrown. If the creature is thrown at another creature, the other creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.

Bonus Actions

Trample. The elephant makes a Stomp attack against a prone creature.

FRIENDS & FOES
Igor Kieryluk
@igorkieryluk


Kheru Mindeater

Medium Undead (Vampire), Chaotic Evil


  • Armor Class 15 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

  • Saving Throws Dex +6, Wis +3
  • Skills Perception +3, Stealth +6
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 13
  • Languages the languages it knew in life
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage, this trait doesn't function at the start of the vampire's next turn.

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

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) psychic damage. If the target has a Spellcasting or Pact Magic feature, the target loses a spell slot with the lowest level among their remaining spell slots.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Tongue. Melee Weapon Attack: +6 to hit, reach 10 ft., one Large or smaller creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14).

FRIENDS & FOES
Christopher Moeller

Krotiq

Krotiq are enormous insects that resemble centipedes. They can be over 800 feet long with a hundred legs. They have a thick carapace that range in color from dark brown to a bright green. Krotiq are excellent burrowers and will lie undergound in wait for their prey. Their large size makes them fearless of choosing to hunt dragons.


Krotiq

Gargantuan Monstrosity, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 124 (8d20 + 40)
  • Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages
  • Challenge 11 (7,200 XP)
  • Proficiency Bonus +4

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 51 (8d10 + 7) piercing damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the centipede can't bite another target.

Swallow. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature grappled by the krotiq. Hit: 40 (6d10 + 7) piercing damage. The target is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the krotiq, and it takes 21 (6d6) acid damage at the start of each of the krotiq's turns.
    If the krotiq takes 30 damage or more on a single turn from a creature inside it, i must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the krotiq. If the krotiq dies, it similarly regurgitates all swallowed creatures.

FRIENDS & FOES
YW Tang
@tangyw

Lammasu

Large Celestial, Unaligned


  • Armor Class 13
  • Hit Points 114 (12d10 + 48)
  • Speed 60 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 5 (-3)

  • Senses passive Perception 12
  • Languages
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Actions

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the lammasu 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 be knocked prone.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgenoning damage.

Bonus Actions

Trample. The lammasu makes one Hooves attack against a prone creature.

Lammasu

Lammasu are the enigmatic travelers of Tarkir, soaring high above all lands in all seasons. None know their true purpose, but they often arrive on the eve of great conflicts or turning points in history.

FRIENDS & FOES
Raoul Vitale


Trove Custodian

Large Construct, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5)

  • Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands the languages of its creator but can't speak
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see.

If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Gold Absorption. Whenever the golem comes into contact with a nonmagical item made of gold, it absorbs the item and regains 11 (2d10) hit points.

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

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

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. This attack is magical.

Liquid Gold (Recharge 5–6). The golem spews molten gold in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.

FRIENDS & FOES
Nils Hamm
@nilshamm


Zombie Mastodon

Huge Undead, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 10
  • Languages
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Undead Fortitude. If damage reduces the mastodon 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 mastodon drops to 1 hit point instead.

Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. If the mastodon moved at least 20 feet straight toward the target before the hit, the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

Bonus Actions

Trample. The mastodon makes one Stomp attack against a prone creature.

Chase Stone

Your Dragon, Their Doom

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

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

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

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

 

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