Eldragi
The devilblooded Giants of the deep desert, twisted and malformed by infernal engineering
All Female Race
For the purposes of readability, the phrase "Instance of Degradation" is used in the below racial statblock to indicate a permanent loss of the Eldragi's Maximum Hit Points equal to one roll of their Class Hit Die - for Eldragi without classes, they use the default Humanoid HD of a d8. Thus, "One Instance of Degradation" refers to rolling this die once and subtracting the result from their Maximum Hit Points, two instances means rolling twice, and so on. This damage does not heal over time, and can only be reversed in specific ways described in the below racial statblock. If this degradation would reduce an Eldragi's Max HP to 0 or below, she perishes instantly and the failure chance for resurrecting her rises from 20% to 70%.
Base Racial Traits
Ability Score Modifiers: (-2 Dexterity, +4 Constitution, +4 Charisma) The Eldragi, while durable and possessed of unholy charisma that traces its roots to the very plane of Malefacta itself, are not very nimble. Size: The Eldragi are huge sized creatures. Eldragi gain no additional bonuses to ability scores due to their size. All ability score bonuses are factored into the race. Type: The Eldragi are creatures with the Humanoid type and the Giant Subtype, as well as the Devil and Fire Subtypes, making them partial outsiders. As partial non-native outsiders, they do not need to eat or sleep(Though they may do so if they wish, most Eldragi instead experience the absorption and consumption of souls or spiritual essence as an analogue to 'eating' like True Devils) but must still breathe and drink. All benefits of these subtypes they gain are included within their Racial Statblock - any not listed are not gained. Speed: The Eldragi have a base land speed of 40ft. Vision: The Eldragi, due to their devilish nature, gain the See in Darkvision Universal Monster Rule, as well as Low-light vision from their Giant heritage. Additionally, they are capable of seeing through sandstorms and other heat based extreme weather conditions, ignoring the miss chance for these obstructions up to their normal normal range of vision. They take no perception penalties and can see at their normal range of vision inside sandstorms, fog clouds, and other weather-based obscuring phenomena. Languages: Eldragi begin play speaking The Regional Language that reflects their origins(See Languages of Zheng-Kitar), and Infernal. Eldragi with high INT may choose between the following as bonus languages: (Giant, Orc, Baltairi, Ezdhûlian, Sylvan, Abyssal, Common, Ignan, and Necril). Infernal Musculature: Their ancestors tortured and tormented by Infernal Smiths until their bodies swelled with infernal power, Eldragi gain a racial +4 to Strength and Strength-Based Skill Checks as well as a +10 bonus on all Strength Checks. These bonuses increase by +2 and +5 respectively when they have lost 25%, 50%, and 75% of their Max HP to Degradation(And return to normal as this damage is healed). Forged in Hellfire: Possessed of bodies that were once slain and remade in torturous transformations deep within the forges of Jelesto, fourth layer of Malefacta, Eldragi are fantastically durable and spiritually identical to the Devils they once served. Eldragi gain a racial +5 bonus to natural armor, immunity to both Fire and Poison, and Acid Resistance 15. An Eldragi's natural and wielded weapons also count as both lawful and evil for overcoming damage reduction. Finally, Eldragi gain Vulnerability to Cold and are unaffected by Sandstorms or Hot Weather of any kind. Whenever an Eldragi has lost 50% or more of her Max HP to Degradation, she loses vulnerability to Cold but retains a Vulnerability to Uttercold. Voice of Ibririel: Though the gravelly voices of their frigid ancestors are long extinguished, left to smolder in the forges of Jelesto, the Eldragi possess voices warped by the twisted landscapes of Ibririel, fifth layer of Malefacta. As a swift action, an Eldragi can channel the power of the City of Heresy and issue a soft, whispering command(No longer than a word or short sentence) to the world around her that describes an environmental alteration she wishes to bring about. These changes are illusory in nature(And can range from creating illusory walls, making the sky appear different colors, making sand appear to be grass, to changing the appearance of other creatures or even making large illusory structures or objects) and any creature interacting with them must make a Will Save based on the Eldragi's Charisma Modifier to disbelieve them as normal for disbelieving illusions. The size and scope of changes allowed by this ability are subject to GM Discretion, but are largely limited only by the Eldragi's Creativity - though are usually constrained to an area around her no larger than 120ft. Illusions created in this way last for as long as the Eldragi Concentrates on them and for 2 rounds afterwards. Eldragi gain stacking +2 bonuses to the save DC if any of the following conditions between them and a creature attempting the save are met:Shackles of Rubrixan: Eldragi possess two Slam Attacks(Treated as Primary Natural Attacks only if they possess no other Natural Attacks) that deal 2d6 + 1.5x STRMOD Magic Bludgeoning Damage at base that possess an enhanced reach equal to twice their natural reach(30ft for Huge-Sized Eldragi) thanks to Infernal Runes burned onto their wrists at birth which allow them to create Infernal Micro-Portals in front of their hands to reach distant targets. However, Eldragi cannot make Attacks of Opportunity within this enhanced reach of their Slams - only within their natural reach. Whenever an Eldragi successfully damages the same foe with both of these slams in one round, she can rend the target and form an Infernal Portal to Malefacta which the struck target is shoved inside. The Eldragi can cause the rended target to appear in any square within her Slam's enhanced reach by opening the exit portal. Any other creature within 30ft of the rending Eldragi that possesses this trait can instead, as an immediate action, cause the exit portal to appear anywhere within their slam's enhanced reach instead - which can be chained so long as there are more Eldragi within 30ft of the new Eldragi, and so on. Targets sent through a hellish portal in this manner must make a Fortitude Save(DC based on the rending Eldragi's CHA) or take the Eldragi's HD in Hellfire Damage and be sickened for 1 round from Malefacta's poisonous atmosphere. A successful save halves the Hellfire Damage and negates the sickened condition. Successive immediate actions by other Creatures add 1 round each to the duration of the Sicken and 2 additional points of Hellfire Damage. All Portal-Based Properties of this trait are negated by dimensional anchor and other areas/effects that inhibit planar travel. A creature slain by an Eldragi's Slam can, at her discretion, be transformed into a Lemure, Ashborn, or any other mundane weapon, armor, or simple object. Immunity to polymorph or form-changing effects does not grant immunity to this ability. Outsiders and other creatures whose bodies and souls are the same vessel take double damage and are staggered instead of sickened when exposed to this trait's rend effect. Kasyrgan's Iron Grip: Eldragi possess a second set of arms and hands forged of Fiendish Flesh and Infernal Iron, said to have been gifted unto their ancestors by the Archduke Kasyrgan for their service in the infernal legions of Malefacta. These hands are treated as off hands, can wield weapons and objects, and qualify them for the Multiweapon Fighting Feat. These hands, built for crushing, also grant the Eldragi's Slams the Grab UMR via Infernal Magicks and grant the Eldragi the Constrict UMR (Dealing damage one step higher than their Slam Attacks). These additional arms also allow them to maintain grapples using the Grab UMR without being grappled themselves with a -10 penalty instead of the usual -20, which is further halved to -5 vs targets two or more sizes smaller than them. An Eldragi can take one instance of Degradation as an immediate action to transmute parts of their flesh into Infernal Iron to halve the damage from a non-adamantine physical attack made against them. Breath of the Phoenix: Though their ancestors were tormented and tortured until their very souls fractured under the strain, no amount of Infernal Suffering could sever their undying Titanspark - which shines brightly even now, rekindled and roaring bright thanks to the efforts of the Phoenix Zaltrexxa. By pursing their lips and exhaling as a standard action which does not provoke attacks of opportunity, Eldragi can activate one of the following effects(Listed below).
- The Eldragi is possessed of a Higher Charisma Score than the creature.
- The Creature has made an Infernal Deal, Signed an Infernal Contract, or has blood or some 'touch' of Malefacta or any Good-Aligned Outer Plane within their bodies.
- The Creature is morally extreme/possessed of an extreme alignment, is considered a 'zealot' or 'fanatic', or is an Outsider or other creature whose soul and body are one.
- The Creature is possessed of notably sharp senses(High Ranks in Perception, The Scent Quality, Etc).
- The Creature is male.
Infernal Bone Growths: Eldragi gain a racial +4 on Knowledge(Planes) and Knowledge(Arcana), and gain both as class skills. Additionally, they gain a racial +4 bonus on Intimidate Checks, and can either gain it as a class skill or use STR in place of CHA for its associated ability score. Whenever an Eldragi kills a sentient creature via grappling or her 'Blood of Barbatos' racial trait, her Bone Growths absorb a portion of their soul and she heals for one instance of Degradation. Might of Malvus: Eldragi are under the effects of a constant, extraordinary Ant Haul effect, count their strength as 15 higher for carrying capacity and lifting weight, and gain a +10 racial bonus to their CMD to avoid being disarmed. In addition, at the start of their turn instead of maintaining a grapple, an Eldragi can choose instead to throw the grappled target as a free action - the maximum range(In feet) the grappled creature can be thrown is equal to the Eldragi's Strength Score x 5(Taking no fall damage from the throw). For each consecutive round the Eldragi has had the target grappled before the throw, this distance doubles(Resetting once the grapple ends). Thrown creatures can negate the throw by willingly staying grappled by the Eldragi - though if they do so, the Eldragi is not considered grappled that turn(Due to the creature desperately holding onto her to not be thrown, thus eliminating her need to exert effort) and the creature suffers all effects as if the grapple was maintained on them. Ankharna's Blessing: Eldragi are capable of entering any structure or space designed for creatures smaller than themselves(Down to such places designed for small size creatures, no smaller) that they would normally not be able to or would have a hard time fitting into as if they were a creature of that size. Their physical size does not actually change(Though they can wish it to), instead the spaces they enter become extradimensionally capable of holding them. If they will their size to change while inside a space their mechanics do not change, only their outward physical appearance/size. This is an extraordinary ability and cannot be dispelled or suppressed. Blood of Barbatos: Their blood seething and boiling with the nihility of Eosheonia, Eighth Layer of Malefacta and domain of the Archduke Barbatos, Eldragi can channel the gifts of the City of Darkness as a full-round action to form an Infernal Portal beneath them and teleport as per the spell to any square within a radius around them equal to their base land speed. Creatures in the square(s) they arrive in must make a reflex save based upon the Eldragi's STRMOD or CHAMOD(Whichever is higher) or be crushed and pinned beneath the Eldragi's enormous bulk. Creatures pinned in this manner take damage equal to the Eldragi's Slam Attack at the start of each turn they remain pinned. This pin is maintained automatically as long as the Eldragi does not move, and broken automatically once she does. Using this ability is a move action while the Eldragi is within a Sandstorm, Hurricane, an area with the Fire-Dominant Planar Trait, or any similar weather event/condition(GM Discretion). The Eldragi can choose to take one instance of Degradation when using this trait to create a Darkness effect centered on the square(s) she lands on, CL equal to her HD. She may also take two instances of Degradation at the start of her turns she has creatures pinned using this ability to deal her Slam Damage to all pinned creature as Hellfire Damage as she opens a Portal to Malefacta beneath her feet to submerge her victims within - if this damage reduces any pinned creatures to 0HP or below, they are instantly slain and their souls are trapped within a small item on her person which functions as a Soul Gem made via Create Soul Gem. Student of Xelmoch: As a full-round action, an Eldragi can produce an infernal contract that, when signed by a mortal creature of its own free will, binds them to a contract which grants the Eldragi some manner of benefit - typically the Mortal's Soul or the right over parts of their soul, to drain and use as they wish(Typically as a reusable power source to reverse the Max HP Loss from their Racial Traits). To receive the contract’s benefit, a mortal creature must sign its name of its own free will. When it does so, the benefits outlined in the contract are bestowed upon the Mortal in exchange for the agreed-upon price. As long as the infernal contract remains whole and its magic active, the victim's promised price to the Eldragi cannot be avoided(And they cannot be restored to life if they promised their soul, save by a miracle or wish, though promising only parts of their soul may cause lesser difficulty in resurrecting them) - and upon their death(or other suitable fulfillment of the contract), the contract's power has run its course and breaking it no longer has any bearing on reversing its effects. If a mortal whose soul was promised to the Eldragi is restored to life despite these limitations, the Eldragi immediately senses it and gains the benefits of a discern location spell targeting the resurrected creature. When holding the creature's soul, they have access to all of its memories and have a constant discern location and status effect active on the creature at all times if it yet lives. The 'benefits' given to mortals who sign the contract are intentionally left vague - while not as powerful as Devils, Eldragi can draw on their devilish heritage to grant the signatory a vast amount of desires. GMs are the ultimate arbiter of what this can grant, but should keep in mind that effects such as a wishes are likely out of their grasp, as are more powerful things that overwhelmingly outmatch the power of the Eldragi. General Guidelines for effects of these contracts should, in general, allow the Eldragi to create any effect roughly equivalent to a spell of a level equal to 1/2 their HD. An Eldragi may have a number of Infernal Contracts active at a time equal to their HD. The Eldragi may take one or more instances of Degradation to allow herself to create a more powerful effect for a given contract - the more Degradation taken, the greater the effect she can bring about(GM Discretion). Infernal Iron Heart: At the end of each day they remain outside of a plane, realm, or area that possesses the Fire-Dominant Trait, Eldragi take one instance of Degradation as their bodies, poorly adapted for life outside the Hellish Realm of Malefacta, break down and decay. However, by consuming a Soul on their person as a move action that does not provoke AoO's(In a Soul Gem, a Hellglass Weapon, Etc), they immediately heal an amount of Max HP Damage dealt by Degradation equal to (3 + the soul's HD) instances of Degradation, and forestall any further Degradation for a number of days equal to the consumed soul's HD. If at any point, their Maximum Hit Points reach 0, they perish immediately. All Degradation damage is undone upon a successful resurrection. However, as partial outsiders, Eldragi are difficult to restore to life once slain - spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, have a 20% chance to fail outright when cast on them. If the spell fails, all similar spells cannot be tried again for 1d4+1 days. Creatures whose souls are consumed in this manner become difficult to resurrect(Requiring any such attempts to succeed on a Caster Level Check DC 11 + the Eldragi's HD), but their ultimate fate is unknown even to the Eldragi.
- Emit all-purpose searing winds(Either "out" or "in", exhaling or inhaling) of a speed, shape, and purpose determined at time of use. At maturity, Eldragi begin play able to reproduce wind strengths of light or moderate in this way. At 5HD and every 5HD afterwards, the maximum wind strength they can create rises by one step to Windstorm Strength at 15HD. Winds made this way are short-term effects and do not linger beyond the round they were made.
- Surround themselves with a whirling 100ft radius of Sand and Wind which functions as 'Light Snow' - though it deposits sand instead of snow. Reducing the radius by 25ft allows them to upgrade the 'snow' by one-level, to a maximum of 50ft Heavy Snow. Sand created in this way lasts even after the ability ends or the creator leaves the area. Once activated, this ability can be suppressed as a move action that does not provoke Attacks of Opportunity by sucking the created sand and wind back inside them. Magical or Supernatural Effect that manipulate winds(Such as Control Weather or Control Winds) deactivate this aura for a variable period of time depending on their intensity(GM Discretion), and may require contested rolls to see which effect trumps the other.
Basic Information
Anatomy
Eldragi are huge even amongst Giantkind, and as they on average stand easily over 30ft(9 meters) tall...though some amongst them can reach as high as twice this. Despite this size, they are built mostly like normal humanoids...they have two muscular legs that end in feet with five toes each, and burly arms that end in hands with five fingers each. They are all universally female, and thus all possess feminine bodily qualities and reproductive organs. Average Eldragi body temperature is around 804.2 Degrees F, and in Desert Climates, their skin is mostly the same temperature, if a bit cooler. In normal climates, this skin temperature is halved as their body tries to retain its internal body temperature. Uniquely, their skin acts as solar panels to absorb heat and keep their bodies at the proper temperature. Like cold-blooded creatures, they need external heat to live and to this end, their skin absorbs heat and stores it throughout the day or as long as they are in sunlight or hot environs. In non-desert climates, their skin cools at rest and while sleeping as the stored heat is absorbed into their body over time to preserve their internal body temp. Their skin is the first thing that gets cooled as their environment cools, to preserve internal temperature - Hence why their die in cold climates - their body cannot draw enough heat from the environment to sustain their bodily temperature.
Their blood, coincidentally, is more like magma than actual blood - it is thick and slow-moving once exposed to the air, and cools rapidly upon exposure to air. Eldragi infused with hellfire have body temperatures around 3000 degrees internal - far in excess of their normal sisters. Unlike other Eldragi, they don't rely on the environment nearly as much to sustain their body temperatures, and their skin BY DEFAULT hovers around the same temperature as their internals, though these Eldragi can partially control their skin temperature, and generally keep it much lower outside of combat at temperatures similar to normal Eldragi.
There has been almost no study into the anatomy of Eldragi thanks to their secretive and hard to reach natures, but modern biologists and scholars have agreed that they likely possess a highly developed and incredibly durable skeletal system that is likely three or four times as thick and twice as well-built as the human norm in order to support their massive and muscular bodies. Likewise, their musculature system is surmised to be more akin to tightly interwoven bands of iron than normal muscle, and is estimated to be nearly four times as effective than is normal for normal creatures, allowing them to be stronger, have more stamina, and be more resistant to physical attack. Their organs, likewise, are assumed to be at most half-functional on average, and their digestive tract and all associated systems with the digestion and processing of food are assumed to be entirely non-functional and redundant.
What is known about Eldragi is that their bodies possess many qualities generally ascribed to male races, such as high levels of testosterone and even higher muscle mass than normal...these traits were taken from their ancestors the Dai-Yukai but also from the Devils and Demons who tainted their bloodlines in ages past and bred them into engines of war. Because of this same meddling, Eldragi have the blood of devils and other evil outsiders boiling inside their veins, their blood acidic and boiling both, their bodies prone to rampant bone growths in the form of spines and spikes growing from their bodies and horns from their head, only adding to their visage as "She-Demons" of the desert. This hot biology is not entirely self-sustaining - Eldragi rely on hot external temperatures to keep their bodies functioning and are similar to cold-blooded creatures in the sense that they do not handle cold climates well at all - their bodies rapidly shut down to preserve body heat and they, if not protected, will slip into unconsciousness and quickly death.
Biological Traits
Eldragi are universally an all-female race, and though they are mainly found in the sandblasted deserts of the world, there is a bit of variation that can be expected between the different tribes. Skin color, facial bone structure and overall appearance are common things that may vary, but the other predominant variation are the designs and color of the markings each Eldragi etches upon their skin, which usually signify their tribe of origin and hint to the seriousness of their devilish and/or fiendish taint - these etchings grow as each Eldragi ages, turning their skin into tapestries of fiendish inscriptions, imagery, and evil symbology which each hint to a certain tribe, ancestor, or origin...some can even be picked out to trace back to certain Devils or Archdukes.
They are typified by a massive amount of muscle mass even for creatures their size that means they as a people are incredibly strong and durable, their muscles often each as large as a fully grown adult medium sized creature, though this can vary slightly between individuals.
Additionally, Eldragi generally have sharp, bony, horn-like protrusions that extrude from their head and shoulders, giving them the appearance of demons or evil creatures from folklore.
Their eyes are typically deep reds, blacks, and other reddish colors, but can also run from white, silver, to platinum. Their irises themselves are typically pure black.
Genetics and Reproduction
Eldragi have no males of their own to speak of as a racial offshot from the all-female Dai-Yukai race, so in order to reproduce they have paired up with and formed a single cohesive society with the all-male Othraka, whom they pair with to reproduce through sexual reproduction. They now couple and form pairings between couples of these two races to produce offspring that are evenly divided along the lines of their two races - an equal number of Othraka and Eldragi are produced from these unions, where the Eldragi carries the child inside of her for anywhere between 10-14 months before giving birth.
Other races struggle to provide adequate mates to the Eldragi - both because of their massive size making unions impractical, and because of their devilish heritage and burning devilblood making it all but impossible for weaker creatures to successfully impregnate them - and indeed, even SURVIVE the process of doing so, as their devilblood and fiendish heritage tends to consume and kill those who are too weak...or at least maim them in some significant capacity. Only the powerful, titanic Othraka have proven strong enough to face the Eldragi on even footing and even come out on top, both in society and reproduction, so thus has the two species' relationships proven fruitful indeed.
However, Eldragi reproductive struggles do not end there, from what can be surmised - Eldragi infants have an absurdly high mortality rate compared to those of all other species, though studies have been sparse as to why this might be; the only prevailing theories contend that their mutated fiendish biologies might actually be attempting to phase out live birth from their species altogether in favor of the spontaneous "creation" fiends undergo in the pits of Malefacta(Better known as The Nine Hells).
Growth Rate & Stages
Once born, Eldragi are slow to reach maturity, and are not biologically mature until nearly 50 or 60 years of age - long after most other humanoid races have entered old age. They are not considered full mature both bodily and mentally until around age 70.
Eldragi reach middle age around age 225, become old around age 375, and reach venerable age around the ancient age of 450, after which they die some decades later.
Dietary Needs and Habits
Eldragi have no racial need to eat, but they often do regardless both to keep up appearances and out of personal preference and enjoyment - food is still food, after all, and regardless of one's devilish or fiendish heritage the act of consumption is still quite enjoyable. When they do choose to eat, they prefer a diet evenly balanced between meats and vegetation, often taken from the lesser races in the lands they inhabit and from passing caravans of smallfolk who dare to brave the rough desert terrain.
Biological Cycle
Eldragi are specialized exclusively for life in the hottest and most unbearable desert climates in the world, and are never found outside of these environments. As partial outsiders burning with fiendish taint, they are also incredibly well-equipped for survival in the most inhospitable climates in the planescape, and can even march through the Nine Hells themselves and even the Abyss with little to no complaint...and while extraplanar Eldragi colonies are theorized to exist, none have ever been contacted or found.
Additional Information
Facial characteristics
Eldragi faces are often lacking in conventional beauty just like their bodies, with weathered skin from years in the harsh desert sun, scarred, and covered in devilish horns and spikes with rugged, brutish jawlines.
Their eyes are typically deep reds, blacks, and other reddish or fiery colors, but can also run from white, silver, to platinum. Their irises themselves are typically pure black.
Average Intelligence
Eldragi are at least as average as the average human, and thanks to their devilish heritage they can often be just as cunning, manipulative, and smart as the devils themselves.
Perception and Sensory Capabilities
As partial outsiders tied in some minor degree to the Nine Hells, Eldragi have eyes well-adapted to darkness as well as low-light thanks to their original nature as Giants, letting them see in almost any conditions. Additionally, with specially adapted eyes with unique "lenses" designed to slide over the eyes to filter out particulates, fog, and other whirling debris, they can see perfectly through fog, sandstorms, and other weather-based vision obscuring phenomena.
Civilization and Culture
Naming Traditions
Eldragi have names typically derived from the Egyptian, Moroccan, and Arabic lexicons.
First Names: Ankhta, Khepri, Samia, Alzahra, Tahani, Ghaaliya, Safira, Nasya, Yasira
Last Names: Shukura, Tikar, Maat, El Hajjam, Achtouk, Lahlou, Salloum, Rassi, Fayad
Alternate Racial Trait List: No longer accurate to the base statblock. Undergoing rework. Eldragi Alternate Racial Traits
Racial Feat List: No longer accurate to the base statblock. Undergoing rework. Eldragi Racial Feats
Lifespan
450 years
Conservation Status
As the apex predator species in the desert climates of the Zheng-Kitar, Eldragi are not nearly as populous as Dwarves or Humans but have a plentiful enough population that they vastly outnumber their mates, the Othraka. They are populous enough in the deserts to not have to worry about population management, but are almost impossible to find outside the deserts and extremely arid climates of the world.
Average Height
32ft - 35ft (9.7 - 10.6 Meters.) Can get as large as 70ft / 21m.
Average Weight
8,600lbs - 10,200lbs
Average Physique
Eldragi, even more than their partners the Othraka, have physiques absolutely rippling with muscle and physical presence. They are often covered in scars, bulging muscles, and have towering bodies with thick legs to support their massive bulk, and possess physiques streamlined for combat and physical excercise, with almost no fat or useless material on their bodies at all. They can reach such towering heights the likes of which other races can only dream of, and with potentially four arms they are burly, strong, and hardened warriors.
Body Tint, Colouring and Marking
Eldragi skin typically ranges anywhere from Light Red, Dark Orange, to a deep Blood Red or Crimson. Their hair can ranged across the spectrum from bone white to a dark fiery red, though bright, vibrant colors such as bone white or fiery crimson red are the most common.
Related Materials
Giants tainted by Devils
The Eldragi were not always a race of Giants plagued by a fiendish blight upon their very blood, bodies, and souls - long ago, they were little more than a diversificiation of their frigid ancestors, the Dai-Yukai, who had begun to diverge from their sisters and were beginning a natural evolution towards life in more arid climates...but during the Age of Descent some 1000+ years prior to the modern day, when the legions of Hell, the Abyss, and Abbadon invaded the frozen north, the frigid Dai-Yukai were the first race to fall under the dominating command of the fiendish outsider invasion - and unlucky(or luckily) for the Dai-Yukai, they were taken and conquered by the Devils, who saw great potential in the female titans. After years of horrific experimentation on the Dai-Yukai genome by twisted Archdukes, a large portion of the captured Dai-Yukai population was transformed into the vicious Eldragi of today, infused with fiendish taint to survive the punishing climes of the Nine Hells, evolved by force into what they were as a species naturally progressing towards in the span of mere years what should have taken milennia and turned into massive walking siege engines to support the Devil's War on the Material Plane. But when the war was ended and the armies of hell driven back screaming into the hells by the armies of the Celestial Host, not all of the newly made Eldragi were taken back with their devilish masters - most were left behind as byproducts of the horrible war that birthed them. So, allowed to remain alive, the Eldragi migrated across Zheng-Kitar to the Great Gyatsoshin Desert, and found a new home there as the apex predators of the land.
Failing Fiendish Physiques
Though the Eldragi of Zheng-Kitar were lucky enough to escape their ultimate fate as walking war engines of Malefacta(Better known as The Nine Hells), their entire society and indeed even their bodies burn with the aftermath even now, centuries later - for while when the Fiends captured them as Dai-Yukai and experimented upon them in the depths of their Hellforges to craft the perfect killing machines they wasted little time re-activating much of the dormant biology of the Dai-Yukai that was non-functional thanks to their undead natures, they also horrifically mutated them beyond measure with little regard to creating a truly "functional" species. To these Fiendish Fleshcarvers, their ultimate goal was not a new species that could reproduce and sustain itself, but a new fiendish race that could fight and die in the service of Malefacta without end - for in the pits of Malefacta, Fiends are born spontaneously from the plane's very air and ground as evil concentrates around the souls of the damned. And because of this, when the newly formed Eldragi finally escaped their master's clutches and returned to the realm of the material, they found their bodies horrible and terrible things ill-suited to reproduction - their reproductive systems only barely functional as a holdover from their days as Dai-Yukai, left inside them and active only thanks to the cruelty of their fiendish creators. Indeed, on top of barely being able to produce viable children(stillbirth being a much more common result than live birth even in modern Eldragi tribes), their new bodies were seemingly crafted with almost zero regard for making them able to sustain themselves as a species - though the exact methods are known only to Eldragi Matrons and Midwives, they have historically been forced to drastic measures to ensure the survival of their children, which is believed to be related to why each and every Eldragi Encampment, without fail, keeps a constant "slave population" on hand; what was once assumed to be simple cruelty instead now suggests to modern scholars that a deeper reason may undercut this cruel fact - that their fiendish biologies, forged to sustain themselves on souls and suffering, may require these fiendish titanesses to go to drastic measures to ensure their babies are not stillbirthed during the final days of pregnancy, either by perhaps feeding on the souls of their slave populations or even by wholesale dissolving them to utilize their souls and bodily nutrients both to ensure the survival of their children - though both are mere speculation, as few are allowed to glimpse the innermost depths of an Eldragi Glass City where their most secretive rituals and knowledge is kept. Indeed, it may be thanks to their collective efforts as a species that they have remained able to have children at all - as many scholars have surmised that their bodies, left to their own devices, will quickly and naturally attempt to render their reproductive systems completely nonfunctional through evolutionary "drift"...hinting to the darker, more sinister transformative fate that their sisters who remained in Malefacta during their escape may have experienced.
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