Eldragi Alternate Racial Traits
Eldragi Sandshaman: Ability scores replaced with (+2 Constitution, -4 Dexterity, +2 Wisdom, +4 Charisma). Modifies Ability Scores.
Rarely, on moonlit nights where the stars hang low enough in the sky that they might be just within reach, the nighttime sky a tapestry of twinkling lights set on a canvas of black, an Eldragi is born whose skin glitters and twinkles like starlight against a blood-red backdrop, her hair as white as freshly driven snow or, rarely, another odd color...yet, the oddest thing about such a woman is her innate wisdom that comes with such a momentous birth. These Eldragi are more beautiful and charismatic than their masculine sisters, and claim to be touched by the wisdom and charisma of the gods.
Hypnotic Mystic: Gain +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition, and all charm and compulsion spells. Once per day, when a creature rolls a saving throw against such an effect from you, you can force that creature to reroll the saving throw and use the second result, even if it is worse. Gain the ability to cast the Hypnotism spell as a caster of your level once a day. Replaces Amazonian Physique.
Powerful enchantresses and hypnotists that embrace the devilblight that runs in their blood, these Eldragi hypnotize and enchant their targets with their magics, convincing them to do what they wish with nothing but the snap of her fingers.
Devilish Intellect: Gain a racial +2 bonus to intelligence. Replaces Amazonian Physique.
Born with a savvy mind inherited from their fiendish ancestry, these Eldragi carry an innate intelligence few of their kind can match.
Hellfire Physique: Your fire immunity grants you immunity against Hellfire. You can convert a number of damage dice worth of fire damage equal to 1/2 your HD (Minimum 1) into Hellfire Damage whenever you deal fire damage, which bypasses all fire resistance and immunity. Replaces Amazonian Physique.
Their bodies smouldering with burning hellfire, these terrifying Eldragi find their bodies burning with the telltale black-red flames that originate from the Nine Hells, infusing their very soul with the power of the Hells and granting them immunity to its touch.
Last of a Dying Race: Once a day, when you would die via any means(Either by HP loss or by death effect), you may automatically return to 0hp and stabilize. Gain +2 Natural armor, Fire Resist 15, and take 50% more damage from cold. You are unaffected by sandstorms or hot-weather and are hard to restore to life if slain as described in the Devilish Defenses trait. Replaces Devilish Defenses.
A race beset on all sides most of their lives by hunters, killers, divine servants and other creatures who want nothing more to hunt and kill the most powerful beasts in all the land, the Eldragi are a race that has been dwindling in number for many long eons. A race that fell victim to the sad yet all too real tendency of humanity and similar races to seek powerful foes, to slay them, hunt them, and take them as trophies, they are also attacked by the servants of the divine who see their fiendish nature as proof of their destiny to be slain and purged. Because of all this, they are a race used to death and loss more than any other….and are all, from birth, gifted with the training and ability to avoid death and skirt the reach of the reaper...whatever it takes to preserve themselves and their race that much longer.
Hellish skin: Each time you are struck with a melee attack, you automatically deal 1d6 points of EITHER fire OR acid damage to the attacking creature. You gain fire resist 10 and +5 on all saves made against poison, but take 50% more damage from cold. At 5th, 10th, and 15th level, the damage on this ability gains an additional dice. You are unaffected by sandstorms or hot-weather and are hard to restore to life if slain as described in the Devilish Defenses trait. Replaces Devilish Defenses.
In some Eldragi, their Fiendish heritage shines through brighter in them than it does in others, and their very skin crackles and warps with evil and burning energy. When they are struck by melee attacks, they may utilize this power and discharge a burst of acid or fire energy into their attacker, their normally blood-red skin tinged with purples and blacks to signify their more prominent fiendish sides.
Fiendish Sandstorm: Instead of your slam attack, you can create twin hurricanes of roiling windflow in a 15ft cone from your arms as a standard action that doesn't provoke AOO. Creatures caught within this fiendish wind must make a reflex save (DC 10 + 1/2 HD + STRMOD) or take your slam damage as slashing and hellfire damage. A successful save means the target takes half damage. This still counts as a primary natural attack for the purposes of full attacks. Replaces Deadly Slam.
Another strange byproduct of their fiendish heritage, these rare Eldragi gain the terrifying ability to dislocate their arm joints at the elbow to spin their arms so rapidly that they create a literal hurricane of whirling wind and raging sparks of hellfire, shredding and burning those caught inside.
Devilborn: Your type changes to Non-Native Outsider. Gain a fly speed equal to your base land speed. Gain telepathy 120ft. Your WIS score is always counted as 10 if it is below 10 for the sake of your will save. Replaces Mighty Grip.
Born with powerful fiendish taint running through their veins, these rare and mighty Eldragi are true devils in every sense of the word, with terrible leathery wings and bodies that burn with the power of the nine hells.
Hellish Hands: You infuse any weapon you wield and your natural attacks with the flaming burst weapon quality as long as you wield it. Replaces Mighty Grip.
Perhaps one of the most terrifying mutations and/or curses of the Eldragi people, there are Eldragi born with hellfire coursing through their veins, and as they grow older their arms begin to become enwreathed in smoldering hellfire, the blackish-red flames burning the very souls of their foes.
Eye of the Phoenix: You can create a remote magical sensor as a full-round that appears as a floating eye, though it is partially invisible and gains a +15 on all stealth checks to remain hidden. You can project your sight through this sensor and move it up to 60ft feet by sacrificing your movement action that turn. You can move the sensor up to 250ft/HD away from you, after which it vanishes and stops functioning automatically if it moves outside this radius. Replaces Sirocco Aura.
A racial blessing that lingers as proof of a pact between an ancient Eldragi ancestor and a legendary Phoenix after their migration to the Great Gyatsoshin Desert, this ability lets the rare Eldragi blessed by it to manifest a third eye in the sky nearby to see through, moving it around to see remote locations at will. Said to be a projection of the lost eye of the Phoenix Zaltrexxa that it sacrificed to provide this blessing, the eye is said to give the Phoenix, now lost and forgotten, a chance to glimpse beyond its cage and see the world again.
Earthen Tomb: As a standard action that does not provoke, you can force a creature you have line of sight to within 120ft to make a Fortitude Save(DC 10 + 1/2 HD + STRMOD) or be pulled underground and brought back to the surface adjacent to you. The target must be standing on the same ground surface as you, capable of being dragged to you through underground space(GM Discretion). Replaces Sirocco Aura.
Connected to the rock, sand, and stone that makes up the world, Eldragi carry some innate connection to primordial earth that normally does not manifest so strongly...but in some, a mere heel-stomp and thought desire is enough to convince the earth to spirit others they select away, through the ground, up and adjacent to them.
Sirocco Pores: You can levitate at-will as per the spell as an extraordinary ability. Get the Jet(120ft) Universal Monster Rule. Replaces Sirocco Aura.
Special: At 5th level the levitate effect of this trait changes to a fly speed equal to your base land speed.
Special: If you have the 'Fiendish Sandstorm' alternate racial trait, any creature within 15ft beneath you when you end your turn levitating or flying takes 1d6 hellfire and 1d6 slashing damage automatically.
Instead of emitting sand from their pores and forming it into a whirling cascade around them, some Eldragi are born with the unique mutation that allows them to eject sand from the soles of their feet to levitate into the air or boost themself along the ground.
Trained Crusher: Increase the DC of the reflex save to avoid your Devilblight Blood ability by 2. You cannot take this trait if you replace your ‘Devilblight Blood’ racial trait. Replaces Sirocco Aura or Strength of Thousands.
While the Eldragi are infamous for being terrifyingly potent opponents in a melee, their sheer size, weight, and crushing footfalls alone making for weapons strong enough to lay low an entire village, some among their kind embrace this natural gift of their size and raise their trampling and crushing power to its utmost limit. These Eldragi often become the first line of defense against invaders to the village, as well as leaders of the rare raiding parties into civilized lands for resources, food, and manpower. Trained enough in their teleportation crushing to perfectly pin and flatten entire villages beneath their titanic, red soles, these powerful crushers are feared by all the mortal races as harbingers of death, capable of appearing above smallfolk and falling down atop them to crush them flat with expert aim and technique.
Antenna Spikes: Gain +2 on all perception and stealth checks, and one is always a class skill for you. If you select Stealth as a class skill, you halve the size penalties to stealth you have. These bonuses double in severe winds or snows, or otherwise inside conditions similar to a Sirocco Aura. Replaces Bone Spikes.
The eyes in the trees that watch over their village where they can be free, the Watchers are the Eldragi who spend their entire lives within sandstorms, heat, and sand all to keep a watch on their homes. Adept at seeing and hiding due to this lifestyle, these Eldragi become even more effective at what they do within raging storms, sandstorms, and similar conditions...so much so that several travelers have reported not seeing them until it was far, far too late.
Nimble Spikes: Gain a racial +2 on all disable device and acrobatics checks. You can gain one as a class skill OR use STR in place of DEX for one of them. You always count as having a lockpick when picking locks. Replaces Bone Spikes.
Their spikes capable of retracting into their skin and moving about inside of them to poke out elsewhere, these Eldragi can, with training, learn to use them to accomplish nimble or dextrous tasks that would normally be impossible for creatures their size.
Powerful Blood: Eldragi with the Infernal or Phoenix bloodlines treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Eldragi spellcasters with the Fire domain use their domain powers and spells at +1 caster level. Replaces Bone Spikes.
Carrying the powerful lineage of devils and phoenixes inside them, these Eldragi carry vestiges of the power of the fiends that made them and the phoenix that once blessed their species.
Predator's Supreme Scent: Gain scent out to 100ft. You can no longer be detected by scent-based perception checks or the scent ability, and you gain a +4 on all saving throws against the stench universal monster rule and similar scent-based attacks. Replaces Strength of Thousands.
Some Eldragi become so in-tune and used to the way of the hunt, of seeking out prey and stalking them, that their noses and bodies change as a result. Their noses adapting to let them smell out their foes from a hundred feet away while their bodies no longer produce any smell that could let them be tracked, they are considered competent hunters and stalkers by their kin, and are greatly feared by all who would dare intrude on their village in secret.
Giant Sprinter: Your base land speed increases to 50ft. You count your Strength Score as 10 higher for the purposes of carrying capacity and lifting weight. Replaces Strength of Thousands.
Owing to their massive size, Eldragi find it plenty simple to traverse the environs of the world thanks to their massive size letting them stride unhindered across many obstacles and barriers. Some Eldragi have such naturally powerful lungs, cardiovascular systems, and stamina that they are capable of darting like bullets across the sand-covered landscapes they so frequently call home, outrunning and chasing down their foes with a blur of titanic, terrifying speed.
Eldragi Gigax: Become a gargantuan-sized creature. You count your strength score as an additional 10 points higher when determining carrying capacity and lifting weight that stacks with Strength of Thousands. Replaces Sirocco Aura and Bone Spikes.
To the tribal Eldragi, who so often tower above other races and beings, few things are as potent a sign of one’s strength and right to rule than size and strength. The rare Eldragi born at nearly twice the size of many of their kin are dubbed ‘Gigax’ by their tribe, and are venerated as leaders, chieftains, and shamans. With their massive size that puts most humans and similarly sized creatures standing at the same height as one of their toes, the Gigax are the centerpieces of Eldragi culture, serving as guides both physical and spiritual to the rest of their peoples, as well as effortlessly crushing the enemies of the tribe who would dare seek them out.
Four-Armed Terror: You gain two extra arms that you can wield weapons with and manipulate as normal, but they count as offhands for the purposes of Two-Weapon Fighting and Multiweapon Fighting. You qualify for Multiweapon Fighting, but unlike normal it does not function interchangably with Two-Weapon Fighting. You may teleport as a full-round action to any square reachable through your normal movement speed, so long as it is a space you could actually stand in. Teleporting in this way does not provoke AoO. Replaces Devilblight Blood.
A rare trait not tracing its roots back to their fiendish heritage, the blessing given to extremely rare few Eldragi is said to be a relic from the hero-queen who led the Eldragi into seperation from their frigid sisters, before they had even been tainted by fiendish ancestry - she was a mighty warrior queen blessed by the Spirit Kings themselves, given two extra arms as proof of her valor...which now manifest irregularly in the race she so valiantly fought to protect.
Sundering Stomp: 3/day, you can stomp the ground with such ferocity all ground within 30ft of you is instantly transformed into difficult terrain. Doing this is a move action that does not provoke AoO. As a full-round action, you may teleport to any square you could reach through your normal movement speed. This teleportation does not provoke AoO. Replaces Devilblight Blood.
Special: If you have the "Eldragi Gigax" alternate racial trait, you may also 1/day stomp the ground with such force you generate a fog cloud effect centered on yourself or a square within your natural reach.
Being so utterly massive, many Eldragi have learned to take full advantage of their immense size by stomping the ground with such ferocity and force that all nearby terrain splinters and breaks under the force of their stomp.
Comments