Emrakul’s Influence. Every day, other monsters in a 100ft radius from Emrakul must succeed a DC 10 Will save. If they fail, they become an Aberration in addition to their other monster types and are under Emrakul’s control.
Gravitational Shift. All monsters that are flying or hovering get +2 for Strength and all creatures that are not flying or hovering get -2 for Constitution.
Annihilator. Whenever Emrakul moves, all other monsters within a 10ft radius from it must succeed on a DC 3 Dexterity saving throw or be reduced to 0 hit points.
Eldritch Reanimation. If another monster within a 100ft radius of Emrakul is reduced to 0 hit points, that monster loses all abilities and becomes a 3d2 Aberration Monster and is under Emrakul’s control.
Prescient. Emrakul cannot be surprised and always goes first in initiative order.
Legendary Resistance (3/Day). If Emrakul fails a saving throw, it can choose to succeed instead.
Unnatural Endurance. At the beginning of Emrakul’s turn, it may choose to roll a D20. If it gets 20, it regains 4d12 +20 hit points and all severed parts of its body repair itself within the time span of a minute.
Create Spawn. Emrakul puts a 1d4 Aberration monster at any location within 50ft from itself that is under its control.
Skittering Invasion (2/Day). Emrakul puts three 1d4 Aberration monster at up to three different locations within a 40ft radius from itself that are under its control.
Haunting Illusions. Emrakul targets a character or monster. Target will fight a 2d4 Illusion monster that is hostile and only visible to them.
Otherworldly Manipulations. Target character or monster Emrakul controls gets +1 strength until the start of Emrakul’s next turn. If that monster dies while having this effect, a 3d2 Aberration monster is created under Emrakul's control.
Tentacle. Melee weapon attack: +15 to hit, reach 130ft, one target. Hit: 60 (5D20+8) bludgeoning damage. The target must succeed on a DC10 Dexterity saving throw or become restrained.
Wrap in Tentacles (1/Day). Emrakul performs three tentacle attacks.
Invade the Mind (2/Day). Ranged Weapon Attack: +5 to hit, range 500ft, any number of targets. The amount of damage dealt to a target is equal to the damage dealt to one target divided by how many targets are chosen. Hit: 42 (4D20) psychic damage.
Unwelcome Presence. If Emrakul is lured to a place (such as with cryptoliths) and begins to devour it, it is likely it will attempt to flee, as Emrakul has stated that it only devours worlds that have “receptive soil” and “welcomes its presence”.
Emrakul can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Emrakul regains spent legendary actions at the start of its turn.
Emrakul’s Boon. Characters and monsters Emrakul control get +3 strength and -3 constitution until Emrakul’s next turn. If a character or monster with this effect dies before it wears off, a 3d2 Aberration is created under Emrakul’s control.
Eldrazi Conscription (Costs 2 actions). Emrakul gains control of any target. If it is a monster, it is under Emrakul’s control for a long as Emrakul is on the battlefield. If it is a character, they must succeed a DC 5 Will save at the beginning of their turn to be released from Emrakul’s control.
Consume the Meek (Costs 2 actions). All monsters Emrakul does not control in a 20ft radius from it are reduced to 0 hit points. They can’t be regenerated, revivified, raised dead, reincarnated, resurrected, or true resurrected.
Whispers of Emrakul (Costs 3 actions). All monsters in a 20ft radius from Emrakul must make a DC 20 Will save. If they do not, they become an Aberration in addition to their other monster types and are under Emrakul’s control. It retains all its previous abilities.
Description
Emrakul
THE TITAN OF CORRUPTION,
is the largest and most fearsome of the Eldrazi. It causes silent terror wherever it soars, embodying desolation, the chill of the void, and the terrors of being alone.
Originating from the Far Realm, Emrakul is an Eldrazi, whose nature is ceaseless hunger. Due to this, they travel between worlds, devouring the mana and life energy of that world until it’s destruction. The Eldrazi also do not appear physically on a material plane, so Emrakul instead projects itself as a shadow of itself onto that plane. In addition to this, other parts of Emrakul manifest as its brood, such as its drones and spawn, which all follow Emrakul’s will.
Emrakul’s planar avatar is massive, with a mass of tentacles that end in knobby and vestigial digits. Its body is covered with a strange flesh-like skin, which sport a spongy, alien baleen-like appearance. These are thought to be its lattice, which has been theorized to respire independently of the being. It has been observed by the very few who have survived encounters with Emrakul that its lattice appears to support a host of unseen Far Realm creatures within.
Hailing from the Far Realm, Emrakul possesses ancient magics unknown to most. By using such magics, Emrakul is able to alter the surrounding gravity to float above the ground and chooses this as its mode of movement. However, Emrakul’s most prominent use of such powers is through its effect on living organisms. Anything living, such as plants and animals are corrupted in its presence, twisted to an amalgamation of its former self. A victim that survived Emrakul on Innistrad has described it as a thousand needles being stabbed into her mind at once, and any resistance towards the Eldrazi felt nonexistent.
Wherever Emrakul’s avatar moves on a material plane, it also simultaneously consumes the plane. When it does so, it is known to leave behind a yellow dust-like substance, and seemingly convert the landscape into flesh and bone. It has been hypothesized this is linked to its hidden purpose, but there has not been enough evidence to understand why it does this.
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