Emrakul
Emrakul, the Aeons Torn
Emrakul is the Titan of Corruption, the largest and most fearsome of the Eldrazi. She does not affect inorganic matter - rocks, water, etc. - but twists all things living, be they plants, animals, or other sentient beings. She causes silent terror wherever she soars, embodying desolation, emotional and physical distance, the chill of the void, and the terror of being alone. The Emrakul lineage is characterized by flesh-like lattice structures, uneasy bilateral symmetry, and tentacles that end in knobby, vestigial digits. Looking like spongy, alien baleen, the lattice respires independent of the Eldrazi herself, supporting a host of unseen mite—creatures within. Some within this lineage, including Emrakul herself, float above the ground, using unknown powers to alter the surrounding gravity.
Armor Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 35d20+350 | ||
Speed | 0 ft. | Fly 60 ft. (hover) | |
Strength | 30 (+10) | ||
Dexterity | 15 (+2) | ||
Constitution | 30 (+10) | ||
Intelligence | 20 (+5) | ||
Wisdom | 25 (+7) | ||
Charisma | 30 (+10) | ||
Saving Throws | Strength d20+19 | Intelligence d20+14 | Wisdom d20+16 |
Charisma d20+19 | |||
Damage Immunities | Poison | Psychic | Bludgeoning |
Piercing | Slashing from nonmagical attacks | ||
Condition Immunities | Blinded | Charmed | Deafened |
Exhaustion | Frightened | Petrified | Prone |
Senses | Truesight 120 ft. | Passive Perception 17 | |
Languages | All telepathy 120 ft. | ||
Challenge | 30 (155,000 XP) | ||
Special 1 | Eldrazi Titan | If Emrakul is destroyed, | she gains a new body in 1d10 days, |
regaining all her hit points and becoming active again. | The only way to prevent this rejuvenation is | with a wish spell or similar magic. | Attempting to cast the wish spell in this way has a 50% chance of failure |
Special 2 | Aeon Breaker | When Emrakul rolls imitative, she can immediately take one additional turn, | regardless of the result |
Special 3 | Annihilator | Emrakul's weapon attacks are magical. | When Emrakul hits with any weapon, |
the weapon deals an extra 6d12 force damage (included in the attack). | A creature killed by an attack from Emrakul | is resurrected with half of its hit points at the start | of its next round as an Eldrazi under Emrakul's control |
Special 4 | Corporeal Protection | Emrakul is immune to the effects of all spells of 5th-level or lower | |
Special 5 | Legendary Resistance (5/day) | If Emrakul fails a saving throw, she can choose to succeed instead | |
Special 6 | Psychic Mirror | If Emrakul takes psychic damage, each creature within 30 feet of Emrakul takes that damage instead; Emrakul takes none of the damage | |
Special 7 | Regeneration | Emrakul regains 30 hit points at the start of each of her turns if she has at least 1 hit point | |
Special 8 | Titan of Corruption | Whenever a creature begins its turn within 120 feet of Emrakul, | it must succeed on a DC 23 Constitution saving throw |
or take 4d6 necrotic damage. | If the saving throw fails by 5 or more, | the creature is corrupted by Emrakul's presence. | After 1 minute, this corruption transforms the creature into an Eldrazi under Emrakul's control. |
This transformation can be prevented if the creature receives the effects of | the greater restoration spell or similar magic before 1 minute has passed | ||
Action 1 | Multiattack | Emrakul makes five attacks with her tentacles | |
Action 2 | Tentacles | Melee Weapon Attack | d20+19 to hit |
Reach 20 ft., one target | Hit 2d8+10 bludgeoning damage | plus 6d12 force damage | |
Action 3 | Reverse Gravity | Emrakul casts reverse gravity, | requiring no spell components (spell save DC 23). |
Emrakul does not need to maintain concentration on this spell for its effects to remain |
Emrakul, the Promised End
Emrakul is the Titan of Corruption, the largest and most fearsome of the Eldrazi. She does not affect inorganic matter - rocks, water, etc. - but twists all things living, be they plants, animals, or other sentient beings. She causes silent terror wherever she soars, embodying desolation, emotional and physical distance, the chill of the void, and the terror of being alone. The Emrakul lineage is characterized by flesh-like lattice structures, uneasy bilateral symmetry, and tentacles that end in knobby, vestigial digits. Looking like spongy, alien baleen, the lattice respires independent of the Eldrazi herself, supporting a host of unseen mite—creatures within. Some within this lineage, including Emrakul herself, float above the ground, using unknown powers to alter the surrounding gravity.
Armor Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 35d20+350 | ||
Speed | 0 ft. | Fly 60 ft. (hover) | |
Strength | 30 (+10) | ||
Dexterity | 15 (+2) | ||
Constitution | 30 (+10) | ||
Intelligence | 20 (+5) | ||
Wisdom | 25 (+7) | ||
Charisma | 30 (+10) | ||
Saving Throws | Strength d20+19 | Intelligence d20+14 | Wisdom d20+16 |
Charisma d20+19 | |||
Damage Immunities | Poison | Psychic | Bludgeoning |
Piercing | Slashing from nonmagical attacks | ||
Condition Immunities | Blinded | Charmed | Deafened |
Exhaustion | Frightened | Petrified | Prone |
Senses | Truesight 120 ft. | Passive Perception 17 | |
Languages | All | Telepathy 120ft. | |
Challenge | 30 (155,000 XP) | ||
Special 1 | Eldrazi Titan | If Emrakul is destroyed, she gains a new body in 1d10 days, | regaining all her hit points and becoming active again. |
The only way to prevent this rejuvenation is with a wish spell or similar magic. | Attempting to cast the wish spell in this way has a 50% chance of failure | ||
Special 2 | Corrupting Touch | Whenever Emrakul hits a creature with a melee weapon attack, | it must succeed on a DC 20 intelligence saving throw |
or be charmed by Emrakul. | Emrakul controls that creature during its next turn, | after which it is no longer charmed | |
Special 3 | Inevitable | Creatures within 1 mile of Emrakul can only take one action on their turn, | and can not take reactions |
Special 4 | Trample | When Emrakul reduces a creature to 0 hit points with a melee weapon attack, | she can automatically make another attack with the |
same weapon against a different target within reach | |||
Action 1 | Multiattack | Emrakul chooses and takes six of the actions listed below. | Emrakul can not choose any option except Tentacles more than once |
Action 2 | Tentacles | Melee Weapon Attack | d20+19 to hit |
Reach 20 ft., one target | Hit 4d12+10 bludgeoning damage | ||
Action 3 | Consume the Meek | Emrakul attempts to consume all living creatures within 30 feet | that have 30 or fewer hit points remaining. |
Each of those creatures must succeed on | a DC 20 Charisma saving throw or | be absorbed into Emrakul's being, | killing the creature and causing Emrakul to regain 30 hit points. |
A creature killed in this way can not be resurrected | |||
Action 4 | Eldrazi Conscription | Emrakul chooses a willing creature within 30 feet, | transforming it into an Eldrazi servant under Emrakul's control. |
The target's type becomes aberration (Eldrazi), | it gains a flying speed equal to its movement speed | and a +3 bonus to all attack rolls, | its weapon attacks all deal an additional 2d12 force damage, |
and it is charmed by Emrakul and obeys any | commands telepathically issued by her (no action required) | ||
Action 5 | Gravitational Shift | Each creature within 60 feet of Emrakul must | make a DC 23 Dexterity saving throw. |
On a failed save, Emrakul decides whether that creature | is raised into the air or pressed into the ground. | A creature raised into the air suffers the effects of | the reverse gravity spell until the end of its next turn. |
A creature pressed into the ground takes 2d12 bludgeoning damage | and has its speed reduced to 0 until the end of its next turn | ||
Action 6 | Whispers of Emrakul | Emrakul brushes the min of a creature within 120 feet with her presence, | forcing it to make a DC 20 intelligence saving throw. |
On a failed save, the target takes 6d8 psychic damage | and is stunned until the end of its next turn. | On a success, the target takes half | as much psychic damage and is not stunned |
Remove these ads. Join the Worldbuilders Guild
Comments