Codex Siberys Unlocked

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Codex Siberys
- Planes & Prophecy -
II
Honoured colleagues, it is my great pleasure to present a
second tome of discoveries to the Congress. In collecting the Contents
tales and folklore that form the basis of this work, I had the Blade Worm ........................................................................................ 3

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privilege to speak with dozens of cultures across Khorvaire. I Daan Strider .......................................................................................4
even had the pleasure of an afternoon with Ambassador Dhakaani Dirge Wight ......................................................................6
Helkashtai of Riedra, to whom I am indebted. However, it is Dromite ................................................................................................7
the nature of folklore to exaggerate and distort, and in the Dromite Elocator ...........................................................................7
absence of any ability to move between our world’s thirteen Fleshmelder ........................................................................................8

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planes I urge my readers to take these accounts with a grain Fleshmelder Acolyte ..................................................................... 8
of salt. Exalted Fleshmelder .....................................................................9
Frightening Rail ...............................................................................11
I pray to Boldrei that the horrors I have unearthed are Gloamhaunt ......................................................................................12
merely stories. Harpy ................................................................................................. 13
Bitter Sea Harpy ......................................................................... 13
-Seinne ir’Vellar, Professor of Arcane Ecology Endworld Harpy ..........................................................................14
Harpies as Player Characters .................................................. 15
Credits Lhazaar Shipwright Crab ..............................................................16
Mournmare .......................................................................................17
Design: Imogen Gingell
Additional Design: Freya Griffiths
Illustration: Imogen Gingell
Editing: Freya Griffiths
e Night's Mercy ................................................................................... 18
Prophecy Dragon ............................................................................ 20
Quoricage Zombie .......................................................................... 22
Shulassakar ......................................................................................23
Shulasskaar Prismat ..................................................................23
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Shulassakar Penitent .................................................................24
Playtesters: Will Brolley, Patrick Dunning, Laura Shulassakar as Player Characters .......................................... 25
Hirsbrunner, Colin Marriott, Joseph Meehan, Henry Stone, Silver Brazier Homunculus .......................................................... 26
Antonio Villarreal, Arimart, ShareDVI Spider Lords of False Presage .....................................................27
Discussion & Feedback: Will Brolley, Matthew Booth, Ed The Veiled Fang ...........................................................................27
Chivers, Rick Kittenhugs, Patrick Dunning, Jarrod Taylor Aranea Spy ................................................................................... 27
Typesetting Imogen Gingell with thanks to GM Binder The White ..................................................................................... 30
Special Thanks Keith Baker, creator of Eberron Taalgrot ..............................................................................................32
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Wild Incarnate ................................................................................. 33


Click here to follow my blog for new D&D content previews of Monsters by Challenge Rating ..................................................... 34
future volumes of the Codex Siberys! Appendix: Design Notes ................................................................ 34
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Imogen Gingell and published under the Community Content
Agreement for Dungeon Masters Guild.
2
Blade Worm
The blade worms are enormous creatures found in the Blade Blade Worm
Desert in eastern Khorvaire. Often reaching 15ft long at Large monstrosity, unaligned
adulthood, the blade worms are a force to be reckoned with
for unwary travellers. A blade worm is covered in bony plates, Armor Class 13 (natural armor)
each tipped with several sharp, dagger-like spines up to 8 or 9 Hit Points 90 (12d10+24)
inches in length. These blades and the worm’s carapace often Speed 40 ft., burrow 40 ft.
have a metallic sheen, smoothened by the sands of the desert.
These spines and plates are so tough that they are often used STR DEX CON INT WIS CHA
to make masterwork daggers and armour in the Talenta 17 (+3) 14 (+2) 15 (+2) 2 (-5) 13 (+1) 5 (-3)
Planes and Valenar.

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Tales of the blade worms date back to the times when Skills Stealth +4
Karrn the Conqueror set out expanding his empire. Some of Senses tremorsense 60 ft., passive Perception 10
these tales claim the Talenta halflings rode the worms into Challenge 3 (700 XP)
battle, though it seems the traditions of the worm riders died
out long ago.

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Sand Swimmer. The blade worm is exceptionally mobile
Desert Mounts. Blade worms are not easy to train, but in sand. It does not suffer the effects of difficult terrain
thrill-seeking halflings from the Blade Desert have been in sand, and in sand it gains advantage on saving throws
known to lasso blade worms to ride across the dunes. In and ability checks to resist any effect that would cause
Talenta culture, even a trained blade worm is considered it to be restrained or grappled.
crude or even profane when compared to the region's prized Dune Hunter. The blade worm can take a bonus action
dinosaurs. on its turn to Dash, Disengage, or Hide.
Actions
Bite. Melee Weapon Attack: +5 to hit, Reach 5 ft., one

e target. Hit: 12 (2d8 + 3) piercing damage.


Blade Roll. The blade worm makes a melee weapon
attack against one target. All other creatures within 5
feet of the blade worm must succeed on a DC 12
Dexterity saving throw or take 6 (1d6 + 3) slashing
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damage.
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Daan Strider
A towering humanoid lumbers across the fields. Its skin is
brilliant white, and its face featureless but for two large black
eyes. Its proportions and stance are perfect.
Daan striders are giant humanoids that roam the fields of
Daanvi, the Perfect Order. The striders are largely peaceful Daan striders can stray over to the material plane when
creatures, wandering throughout the plane to impose their Daanvi is coterminous, or through manifest zones. Though
vision of geometrical order on the world. The innate drive of a exceedingly rare, several appearances of Daan striders across
Daan strider is not to build, but to reconstruct. Patient and the Five Nations have been well documented. The last
determined, Daan striders have even been known to rearrange recorded appearance was some thirty miles out of the

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entire forests into perfect alignment. lightning rail station at Nowhere in Breland in 976 YK, when
Striders sometimes come into conflict with Daanvi's ant-like amazed onlookers claimed they saw an enormous white giant
formian nests. However, some formian leaders have learned lift the locomotive from the rail. It turned up days later outside
that even if a Daan strider tears down their defences or siege Passage, Aundair, clean and with its bound elemental quite
weaponry, they might rebuild them stronger than before if they content. Now named the Daan Express, that locomotive is one

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judge their form and position to be proper. of House Orien's smoothest and most reliable rides.

Daan Strider
Huge celestial, lawful neutral
e Residuum Spill. When a Daan strider is reduced to 0 hit
points, any magic items created by the Reconstruction
ability within the last hour are immediately converted to
residuum (see table). Then, any items that were destroyed
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by the Dismantle ability within the last hour return to
Armor Class 15 (scale mail)
their previous forms, reducing the Daan strider’s
Hit Points 200 (19d12+76)
residuum total by the equivalent amount. Finally, any
Speed 40 ft.
remaining residuum crystallises into a gem or dust worth
100gp per point of residuum.
STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 18 (+4) 18 (+4) 14 (+2) 12 (+1) Actions
Multiattack. The Daan strider makes two slam attacks.
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Senses passive Perception 12


Languages Common, Daan Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Challenge 9 (5,000 XP) target. Hit: 16 (2d8 + 7) bludgeoning damage (and see
Everything in its Place).
Artifice Sense. Daan striders are aware of all magic items Dismantle (Recharges after a short or long rest). The Daan
within 100 ft., and understand all their properties strider converts a number of magic items of its choice
(including how to activate them). within 60 ft. into pure residuum and draws that
substance into itself. As part of this action, the strider
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Everything in its Place. If the Daan strider hits a creature converts up to 6 points worth of residuum (see table),
with a weapon attack, the target must succeed on a DC distributed as it wishes. If a magic item is being worn or
15 Wisdom saving throw or take 13 (3d8) force damage carried by a creature, that creature can make a DC 15
and be teleported to a space of the Daan strider's choice Intelligence saving throw to resist the effect for each
within 30 ft. item. On a success, the item is not converted to
Innate Spellcasting. The Daan strider’s innate spellcasting residuum, and is immune to being dismantled by the
ability is Intelligence (spell save DC 16, +8 to hit with same Daan strider for 24 hours.
spell attacks). It can innately cast the following spells, Reconstruction. The Daan strider can crystallise residuum
requiring no material components: it has gathered to create a new magic item of its choice.
At will: mending, magic stone, magic weapon, The rarity of the magic item is determined by the number
enlarge/reduce, fabrication, stone shape of points of residuum that the strider spends, as given in
the table.

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Residuum?
In some ways, residuum has always been a part of Eberron. In When a Daan Strider disenchants magical items, use the
the original Eberron hardcover, the 3.5 Edition Eberron following table to determine how much residuum it gains.
Campaign Setting, the artificer class had a 'Craft Reserve' Likewise, when the Strider reconstructs a magical item,
which functioned as a pool of points which could be used in subtract the given number from its total.
place of XP when creating and disassembling magic items.
However, the name 'residuum' entered the setting with the 4th
Edition version of the game. Rarity Residuum
In the 4th Edition Player's Handbook (page 225), residuum Common 1
is described as concentrated magic in the form of a silvery Uncommon 3
dust. One pound of residuum is worth as much as 500,000 gp
and easily fits in a belt pouch. It was typically created by using Rare 9

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the Disenchant Magic Item ritual, and was often given as a Very Rare 27
reward in 4th Edition Eberron adventures. In Eberron, Legendary 81
residuum might take the form of Eberron dragonshard dust,
appearing red rather than silver. Consumables 1/2 residuum of base rarity
A Daan strider might carry a pouch of residuum dust on its

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person, in which case it is an easily harvested reward player
characters, especially for an artificer. Otherwise, a DM might
decide the a Strider's residuum reserve is a part of its physical
being. The Residuum Spill ability assumes some amount of
residuum is recoverable in that case, and will reform as dust
or a pure residuum gem. However, a strider with a large
reserve might have red sparkles showing through its skin.
Extraction of residuum from such creature is probably best
left to the necromancer.

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Dhakaani Dirge Wight
The goblinoid Empire of Dhakaan had its heroes. The dirge Dirge Wight
singers, known in the Dhakaani tongue as duur’kala, are Medium undead, lawful evil
exemplars of a tradition dating back to Khorvaire’s ancient
history. Many duur’kala fell during the countless years spent Armor Class 15 (scale mail)
repelling Daelkyr invaders, and some persisted beyond death Hit Points 97 (15d8+30)
to serve their people for eternity. Speed 30 ft.
A dirge wight’s life force is intrinsically linked to her
patriotic songs. So long as the memory of her atcha - her STR DEX CON INT WIS CHA
personal glory - exists in any creature, then the dirge wight 14 (+2) 13 (+1) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
can return. As the dar rise again in Darguun, and as intrepid

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adventurers uncover Dhakaani ancient ruins, long-forgotten Skills Performance +8
dirge wights might regenerate and vow to reclaim the surface Damage Resistances necrotic; bludgeoning, piercing,
world. and slashing from nonmagical attacks that aren’t
When a duur’kala rises from the grave, she is often quick to silvered
gather living followers. Many goblinoids are drawn in by her Damage Immunities poison

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connection to their glory age, and relish a chance to become a Condition Immunities exhaustion, poisoned
part of the return of Dhakaan. However, the taint of undeath Senses darkvision 60 ft., passive Perception 11
tends to influence a dirge wight towards cruelty and Languages Goblin, Orc
destruction, no matter their intention. Living goblins may find Challenge 5 (1,800 XP)
themselves wrapped up in vengeful machinations far beyond
their resilience or moral horizon. Regenerate. So long as the memory of its song remains,
the dirge wight will not rest in peace. If any creature
that has heard its Anthem of the Empire ability lives, the
dirge wight will regenerate 1d10 days after its
destruction. Permanently erasing the memory of the
dirge wight’s song from all creatures will also prevent

e the dirge wight from regenerating. In addition, creatures


that hear the specific dirge wight’s song from another’s
tongue will cause the dirge wight to regenerate. An
explorer who reads aloud from a written account found
in an ancient ruin can cause the dirge wight to
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regenerate in 1d10 days even after many millennia of
peace.

Actions
Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
Anthem of the Empire. The dirge wight sings of the glory
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of her ancient empire. All goblinoids that can hear the


song gain advantage on attack rolls, saving throws and
ability checks until the start of the dirge wight’s next
turn.
Cry of Unlife. The dirge wight sings a hateful battlecry.
Living creatures within 30 ft. that are not goblinoids
must make a DC Constitution saving throw. An affected
creature takes 7 (2d6) psychic damage and 7 (2d6)
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necrotic damage on a failed save, or half as much


damage on a successful one.
Muut of the Dead (Recharge 6). The dirge wight sings of
one’s duty to die for Dhakaan as many times as it takes.
If any goblinoid within 60 ft. of the dirge wight was
reduced to 0 hit points within the last minute, that
goblinoid returns to life with 1 hit point and can
immediately stand from prone.

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Dromite
Beneath the vast territory of the Riedran Empire, the insect- Dromite Elocator
like humanoids known as Dromites build their secret city- Small humanoid (dromite), any alignment
hives. The dromites are usually content to keep to themselves,
since contact with the Riedrans often ends in their death or Armor Class 16 (natural armor)
enslavement. However, brave or desperate dromites are Hit Points 76 (17d6+17)
sometimes driven to raid the surface civilisations. Dromites Speed 40 ft.
prefer guerilla tactics,
taking advantage of their size and speed to STR DEX CON INT WIS CHA
strike before their enemies can 10 (+0) 18 (+4) 12 (+1) 13 (+1) 12 (+1) 9 (-1)
make preparations.

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Dromites who develop Skills Perception +3, Sleight of Hand +8, Stealth +8
their psionic abilities Saving Throws Dex +6
often study the Skills Perception +3, Stealth +8
nomadic disciplines, Damage Resistances see Elemental Attunement
learning to manipulate Senses passive Perception 13

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time and space to slip Languages Dromite, Riedran
around their foes at Challenge 4 (1,100 XP)
breakneck speeds.
These dromites Heightened Senses. A dromite's compound eyes and
are called “elocators.” antennae grant it advantage on Wisdom (Perception)
checks relying on sight or scent.
Elemental Attunement. Each dromite is attuned to fire,

Dromite
cold, lightning or thunder. It has resistance to that
damage type, and its energy ray attack deals damage of
that type.

Armor Class 14 (natural armor)


Hit Points 17 (5d6)
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Small humanoid (dromite), any alignment Scorn Earth. A dromite elocator can float 1 ft. above a
solid or liquid surface, gliding with every step. It is
immune to the effects of difficult terrain and damaging
terrain, and does not sink into liquid surfaces against its
will.
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Speed 25 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The dromite elocator makes two melee
8 (-1) 14 (+2) 11 (+0) 12 (+1) 11 (+0) 9 (-1) attacks.

Skills Perception +2, Stealth +6, Survival +2 Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Damage Resistances see Elemental Attunement one target. Hit: 7 (1d6 + 4) piercing damage.
Senses passive Perception 12
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Energy Ray. Ranged Spell Attack: +6 to hit, range 30 ft.,


Languages Dromite, Riedran one target. Hit: 16 (3d10) damage (see Elemental
Challenge 1/2 (100 XP) Attunement).

Heightened Senses. A dromite's compound eyes and Dimensional Hopping (recharge 5-6). The dromite
antennae grant it advantage on Wisdom (Perception) elocator picks up to six creatures or objects within 60
checks relying on sight or scent. ft of itself. The elocator then teleports adjacent to each
target in an order of its choosing. Each time it appears
Elemental Attunement. Each dromite is attuned to fire, next to a target, it can make a melee weapon attack
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cold, lightning or thunder. It has resistance to that against that target, perform a Dexterity (Slight of Hand)
damage type, and its Energy Ray attack deals damage of check, or take the Use an Object action. Finally, it
that type. teleports a further 30 ft to a space of its choosing.

Actions Reactions
Multiattack. The dromite makes two melee attacks. Temporal Acceleration. As a reaction at the end of
another creature's turn, the dromite elocator takes an
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., extra turn. It does not regain its reaction during that
one target. Hit: 5 (1d6 + 2) piercing damage. extra turn.
Energy Ray. Ranged Spell Attack: +4 to hit, range 30 ft.,
one target. Hit: 11 (2d10) damage (see Elemental
Attunement).

7
Fleshmelder
Incarnum - the soul energy of those alive, dead and yet to be
Fleshmelder Acolyte
This jittery fellow wears a strangely-cut, eclectic suit, and his
vivid blue eyes seem distant. His skin crawls beneath his
born - drifts through the astral cosmos. When channelled by clothing.
soulmelders, incarnum is often drawn through the planes that
traverse the astral sea, aligning to the ideals of that plane. By Even the weakest of the fleshmelders, the acolytes,
combining the manipulation of incarnum drawn through command a great deal of respect from the myriad aberrant
Xoriat itself with their own diabolical fleshcraft, the daelkyr creations of the Daelkyr. When an acolyte has only a few
created a cunning race of creatures known as the fleshmelds shaped, they possess enough clarity of thought to
fleshmelders. Unlike the dolgrim or the dolgaunts, which were lead. During the daelkyr invasion of Dhakaan, acolyte were
created by corruption of Eberron’s races, the fleshmelders often chosen to experiment with finding new ways to torment
were modelled after the daelkyr themselves. the goblinoids with dolgrim and other aberrations under their

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When Xoriat became coterminous with Eberron 8,000 tenuous command.
years ago, some fleshmelders followed the daelkyr in their Much like their creators, a fleshmelder acolyte resembles
campaign of destruction against the Dhakaani Empire. an athletic humanoid. While most prefer to wear clothing
Though many fleshmelders are now bound with their masters crafted in all manner of foreign styles, some drape themselves
deep in Khyber, some still wander the Five Nations, seeding entirely in symbionts. All fleshmelder acolytes have bright

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new fonts of madness and seeking the power to free their kin. blue eyes, which glow while the creature has a fleshmeld
The Dhakaani named the power of the fleshmelders shaped. Every so often, acolytes cough up cobalt vapours - raw
dolja'morii paal'incaar dar'num, which translates as “the incarnum escaping their fleshy vessels.
practice of shaping the body and soul.” The phrase later
developed into the Dhakaani name for the fleshmelders
themselves - the Dolja’morii. Some scholars also believe the
phrase became the root of the Common word for the
underlying power, “incarnum”.

Fleshmelder Acolyte
e Visage of Enormity: Creatures that start their turn within
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15 ft. of the fleshmelder take 3 (1d6) points of psychic
Medium fiend (shapechanger), neutral evil damage for each point of essentia invested in this
fleshmeld. Creatures that are immune to being frightened
take no damage.
Armor Class 13 (natural armor)
Hit Points 75 (10d8+30) Wings of the Fiend: The fleshmelder grows a pair of
Speed 30 ft. (see Wings of the Fiend) leathery wings. It gains a fly speed equal to 20 ft. per
point of essentia invested in this fleshmeld.
STR DEX CON INT WIS CHA Soul Siphon. Whenever the fleshmelder hits a living
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14 (+2) 12 (+1) 17 (+3) 12 (+1) 13 (+1) 15 (+2) creature with a tentacle attack, the target must make a DC
12 Wisdom saving throw. On a failure, the creature takes
Skills Arcana +3, Perception +3 2 (1d4) points of necrotic damage and the fleshmelder
Damage Resistances Damage Resistances bludgeoning, gains one point of temporary essentia. The temporary
piercing and slashing from nonmagical weapons that essentia can be invested in fleshmelds as normal for one
aren’t made of byeshk (see Appendix) hour. After that time, any fleshmelds shaped with
Senses darkvision 60 ft., passive Perception 13 temporary essentia are un-shaped.
Languages Common, Daelkyr Actions
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Challenge 4 (1,100 XP)


Multiattack. The fleshmelder acolyte makes one attack
Essentia Pool The fleshmelder acolyte has 4 points of with its shortsword, and one tentacle attack for each
essentia to distribute among its fleshmelds. The point of essentia invested in its Aberrant Limbs
fleshmelder can shape multiple types of fleshmeld at fleshmeld.
once, but can invest no more than 3 points in any one
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
type. If it is not incapacitated, the fleshmelder can
one target. Hit: 5 (1d6 + 2) piercing damage.
reinvest all its points of essentia at the start of its turn.
Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft.,
Fleshmelds. The fleshmelder acolyte can invest essentia in one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3
the following fleshmelds: (1d6) acid damage (and see Soul Siphon). The
Aberrant Limbs: The fleshmelder sprouts one tentacle for fleshmelder must have at least one point of essentia
each point of essentia invested in this fleshmeld. invested in the Aberrrant Limbs fleshmeld to use this
action.
Incarnum Shell: The fleshmelder’s armor class increases
by 1 for each point of essentia invested in this fleshmeld.

8
Incarnate Progeny
The exalted fleshmelder’s Incarnate Progeny
fleshmeld allows it to shape temporary life forms
from incarnum. Below are a number of options for
progeny based on the amount of essentia the
fleshmelder invests:
Essentia Aberrations
1 4 Star Spawn GruesMToF or 2 GazersVGtM
2 1 Gibbering Mouther

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3 1 Grell
4 1 Chuul or 2 Gibbering Mouthers
5 1 Otyugh
MtoF
- Mordenkainen's Tome of Foes

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VGtM
- Volo's Guide to Monsters

Fleshmelder acolyte

Exalted Fleshmelder
This humanoid is draped in a mantle of cobalt mist, and her
vacant blue eyes betray the taint of madness. Tentacles and
wings and eyes burst from her flesh in a great cerulean
cyclone.
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The Exalted, or Ghaal’doljamorii in the Dhakaani tongue,
are the masters of incarnum fleshmelding on Xoriat. Few
exalted fleshmelders followed the daelkyr into ancient
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Khorvaire, but those that did found new pleasures
in the corruption and the destruction of the orcs
and goblinoids. Being among the most powerful
creatures that crossed the interplanar boundaries
in the Shadow Marches, most of the exalted
fleshmelders remain tightly bound in Khyber at the
right hand of their masters.
Though there is great mutual respect between the
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daelkyr and the exalted fleshmelders, even the most


powerful among the fleshmelders serve the daelkyr
without question. While the daelkyr acknowledge the
power of the incarnum creations of the fleshmelders,
they find this method of temporary fleshcraft crude
compared to the beauty of their everlasting creations.
Like the acolytes, exalted fleshmelders resemble
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humans of average height and build, with perfect skin and


facial features. A thin mist of cobalt vapour cascades from an
exalted fleshmelder’s shoulders at all times, which flows about
its body as it shapes its fleshmelds. Like the Daelkyr, exalted
fleshmelders often wear symbionts, though these are usually
shaped as incarnum progeny rather than truly mortal
aberrations.

Exalted fleshmelder

9
Exalted Fleshmelder
Medium fiend (shapechanger), neutral evil
Visage of Enormity: Creatures that start their turn within
15 ft. of the fleshmelder take 4 (1d8) points of psychic
damage for each point of essentia invested in this
fleshmeld. Creatures that are immune to being frightened
take no damage.
Armor Class 17 (natural armor)
Hit Points 190 (20d8+120) Wings of the Fiend: The fleshmelder grows a pair of
Speed 30 ft. (see Wings of the Fiend) leathery wings. It gains a fly speed equal to 20 ft. per
point of essentia invested in this fleshmeld.
STR DEX CON INT WIS CHA Soul Siphon. Whenever the fleshmelder hits a living

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16 (+3) 18 (+4) 20 (+5) 15 (+2) 16 (+3) 21 (+5) creature with a tentacle attack, the target must make a DC
18 Wisdom saving throw. On a failure, the creature takes
Saving Throws Wis +8, Cha +10 4 (1d8) points of necrotic damage and the fleshmelder
Skills Arcana +7, Perception +8, Performance +10 gains one point of temporary essentia. The temporary
Damage Resistances bludgeoning, piercing and slashing essentia can be invested in fleshmelds as normal for one

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from nonmagical weapons that aren’t made of byeshk hour. After that time, any fleshmelds shaped with
(see Appendix) temporary essentia are un-shaped.
Senses darkvision 60 ft., passive Perception 18 Actions
Languages Common, Daelkyr, telepathy 120 ft.
Challenge 14 (11,500 XP) Multiattack. The exalted fleshmelder makes two attacks
with its Claws. If it has essentia invested in the Eyes of
Essentia Pool. The exalted fleshmelder has 10 points of Xoriat fleshmeld, it may also make one attack with its Eye
essentia to distribute among its fleshmelds. The Stalks.
fleshmelder can shape multiple types of fleshmeld at
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
once, but can invest no more than 5 points in any one
target. Hit: 5 (1d4 + 3) slashing damage.
type. If it is not incapacitated, the fleshmelder can

the following fleshmelds:


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reinvest all its points of essentia at the start of its turn.
Fleshmelds. The exalted fleshmelder can invest essentia in

Aberrant Limbs: The fleshmelder sprouts a tentacle for


Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft.,
one target. Hit: 8 (1d6 + 3) bludgeoning damage plus 7
(2d6) acid damage (and see Soul Siphon). The
fleshmelder must have at least one point of essentia
invested in the Aberrant Limbs fleshmeld to use this
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each point of essentia invested in this fleshmeld, granting action.
it a legendary action for each invested point. Eye Stalks. Ranged Spell Attack: +8 to hit, range 60 ft., one
Eyes of Xoriat: The fleshmelder sprouts an eye stalk for target. Hit: 5 (1d10) force damage for each point of
each point of essentia invested in this fleshmeld, essentia invested in the Eyes of Xoriat fleshmeld, and the
empowering its Eye Stalks attack. creature is blinded, charmed, deafened, frightened or
poisoned (fleshmelder’s choice) until the end of its next
Incarnate Progeny: The fleshmelder creates up to four turn. The fleshmelder must have at least one point of
aberrations with total challenge rating equal to the essentia invested in the Eyes of Xoriat fleshmeld to use
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number of points of essentia invested in this fleshmeld. this action.


The creatures appear in any space within 15 ft. of the
fleshmelder. Progeny disappear if the essentia that was Legendary Actions
invested to shape them is removed from this fleshmeld,
or if the exalted fleshmelder is unconscious. Incarnate The exalted fleshmelder can take 1 legendary action for
progeny act at initiative count 0. each point of essentia it has invested in the Aberrant
Limbs fleshmeld. Only one legendary action can be used
Incarnum Shell: The fleshmelder’s armor class and saving at a time and only at the end of another creature’s turn.
throws increase by 1 for each point of essentia invested The exalted fleshmelder regains spent legendary actions
Sa

in this fleshmeld. at the start of its turn, after it has reinvested its essentia.
Whirlwind of Flesh: The exalted fleshmelder makes a
tentacle attack.

10
Frightening Rail
Few perils of the Mournland are as
bizarre as the Frightening Rail.
Formed from the remains of a Metrol
Line locomotive and animated by the
insane spirit of an heir of House
Orien, this ghost train keeps a
precision timetable as it wreaks

e
destruction on aberrations and
adventurers alike.
Travelers to the Cyran wasteland
must beware the lines of crystalline,

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spectral lights that crisscross the
shattered countryside. The will-o’-the-
wisps haven’t come to lead them
astray, and that bright light on the
horizon is not a beacon of safety. No...
The 13:03 to Death has arrived!

Frightening Rail
Huge construct, lawful evil
e Conductor Arc. Ranged Spell Attack: +6 to hit, range 60
ft., one target. Hit: 11 (2d10) lightning damage and the
target must succeed on a DC 16 Constitution saving
throw or become blinded until the end of its next turn.
pl
Armor Class 18 (natural armor) Trolley Problem (Recharge 5-6). The Frightening Rail
Hit Points 184 (16d12+80) chooses one creature it can see within 100 ft. to take
Speed 90 ft. (over rail only, see Ride the Rails) part in a cruel game. Up to six other creatures of the
Frightening Rail’s choice within 100 ft. must each make a
STR DEX CON INT WIS CHA DC 16 Wisdom saving throw. Each creature that fails is
teleported to one of two spaces within 90 ft. of the
24 (+7) 6 (-2) 21 (+5) 5 (-3) 16 (+3) 15 (+2) Frightening Rail which contain phantom rail or conductor
stone paths. Those creatures may be split between the
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Skills Athletics +11, Perception +7 two locations in any combination of the Frightening Rail’s
Senses darkvision 60 ft., passive Perception 17 choice. The initial creature chosen to take part in the
Languages understands Common game must then choose one of the two locations. The
Challenge 9 (5,000 XP) Frightening Rail moves to that location without provoking
opportunity attacks, and makes a Run Down attack
Ride the Rails. The Frightening Rail can only move in against each creature in range.
spaces that contain real or phantom rails or conductor
stones. It can create its own rails using the Lay Down Rail Legendary Actions
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legendary action. The Frightening Rail can take 3 legendary actions,


choosing from the options below. Only one legendary
Whistle Stop. Whenever a creature moves into a space action can be used at a time and only at the end of
containing any rail or conductor stone path within 100 ft. another creature’s turn. The Frightening Rail regains spent
of the Frightening Rail, that creature must succeed on a legendary actions at the start of its turn.
DC 16 Wisdom saving throw or become frightened and
restrained by spectral bonds until the end of its next turn. Lay Down Rail. The Frightening Rail conjures a 5 ft. wide
and 30 ft. long path of phantom rail or conductor stones
Actions in a continuous line that may be straight or curved, and
Multiattack. The Frightening Rail makes one Run Down may branch from previously laid phantom rail. Conjured
attack and one Conductor Arc attack. rail lasts for 1 minute or until the Frightening Rail is
destroyed.
Run Down. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 33 (4d12 + 7) bludgeoning damage plus
5 (1d10) lightning damage. Miss: 13 (1d12 + 7)
bludgeoning damage.

11
Gloamhaunt
A broken, dying tree lumbers towards you, tearing its roots Gloamhaunt
from the forest floor. The overwhelming stench of wet decay Huge undead, neutral evil
follows where it treads, and plants wither in its presence.
Armor Class 15 (natural armor)
Deep within the Eldeen Reaches lies the Gloaming: an area Hit Points 149 (13d12+65)
linked by manifest zone to Mabar, the Endless Night. As Speed 30 ft.
negative energy flows into the hidden grove, all manner of
twisted beings burst into unlife to haunt the forests. Even the STR DEX CON INT WIS CHA
husks of rotting trees can become changed by Mabar’s 23 (+6) 8 (-1) 21 (+5) 4 (-4) 13 (+1) 6 (-3)
influence, birthing the malevolent spirit known as a

e
gloamhaunt. Damage Resistances bludgeoning, piercing, necrotic
As druidic champions of decay, the Children of Winter Damage Immunities poison
consider the creation of a gloamhaunt to be a most auspicious Condition Resistances exhaustion, poisoned
event. The Children often send young hunting parties to Senses darkvision 60 ft., passive Perception 11
follow in a gloamhaunt’s path of destruction, carefully Languages understands Druidic and Mabaran

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cultivating the blight that it leaves in its wake. Indeed, when a Challenge 7 (2,900 XP)
gloamhaunt plants its roots, zombies and other hardy undead
are said to be unstoppable. Aura of Decay. Any living creature which starts its turn
Rumors among the other druid sects of the Reaches claim within 30 ft. of the gloamhaunt must succeed on a DC
that the Children of Winter have created a particularly 17 Constitution saving throw or take 5 (1d10) necrotic
powerful gloamhaunt to challenge the supremacy of Oalian, damage and become poisoned until the start of its next
turn. Other undead creatures that start their turn within
the awakened greatpine that leads the Wardens of the Wood. 30 ft. of the gloamhaunt regain 5 (1d10) hit points.
False Appearance. While the gloamhaunt remains
motionless, it is indistinguishable from a dying tree.

e Siege Monster. The gloamhaunt deals double damage to


objects and structures.
Actions
pl
Multiattack. The gloamhaunt makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10ft., one
target. Hit: 16 (3d6 + 6) bludgeoning damage.
Clod. Ranged Weapon Attack: +10 to hit, range 60/180
ft., one target. Hit: 27 (4d10 + 6) bludgeoning damage.
Mabar’s Blight (1/day). The gloamhaunt takes root,
becoming restrained until the start of its next turn, and
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releases a burst of negative energy in a 30 ft. radius


circle centered on itself. All living creatures in the area
must make a DC 17 Constitution saving throw. A target
takes 27 (6d8) necrotic damage on a failed save, or half
as much damage on a successful one. Undead creatures
in the area automatically succeed on all Constitution
saving throws for 1 minute, or until the gloamhaunt is
destroyed. Vegetation in the area shrivels and dies.
Sa

12
Harpy
Harpies are found across Khorvaire, and the most widespread
Bitter Sea Harpy
The icy waters north of Khorvaire are far from safe. Whether
and well-known flights take after birds of prey like hawks and Lhazaarite pirate or Aundairian merchant, all seasoned
eagles. However, some regions are home to harpy variations sailors of the Bitter Sea have a story or two of the region’s
that take forms similar to the local wildlife. giant harpies. Veterans like to joke with the new blood that
they’ll take your breath away. Indeed, the song of a Bitter Sea
harpy is powerful enough to make a person believe they're
Bitter Sea Harpy
Large monstrosity, neutral evil
drowning. To the most abusive captains, hearing the song of
the Bitter Sea is considered a necessary hazing ritual or rite
of passage.
Bitter Sea harpies are taller and sleeker than their inland
relatives, with many standing as tall as ten feet. Their feathers

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Armor Class 12 are invariably white, grey and black, and their wings taper to
Hit Points 45 (6d10+12) points, much like the sea birds native to the northern reaches.
Speed 20 ft., fly 40 ft., swim 20 ft. While a Bitter Sea harpy is soaring, it can be difficult for
sailors to tell them apart from gulls, albatross and
cormorants.

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STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 15 (+2) 9 (-1) 12 (+1) 13 (+1) Most Bitter Sea harpies nest on the cliffs of the Frostfell, or
northern islands such as Farlnen in the east and Icegaunt in
Skills Athletics +3, Perception +3, Performance +3, the west. The harpies are fiercely protective of their cliffside
Survival +3 villages, but may suffer visitors in exceptional circumstances.
Damage Resistances cold Of course, travellers must remain wary of the harpies’ songs -
Senses passive Perception 13 a chorus is sure to kill even the hardiest explorer within
Languages Common, Dwarven seconds.
Challenge 2 (450 XP) Within their own communities, the greatest measure of a
Bitter Sea harpy is the beauty and complexity of her courtship
Evasive Dance. Creatures suffer disadvantage on attack dance. Following his return from his Frostfell expeditions,
harpy.

Actions
e
rolls made as part of opportunity attacks against the Wayfinder Foundation founder Boroman ir’Dayne claimed he
was able to placate a flight of Bitter Sea harpies with the gift
of a new jig. His tall tales are immortalised in Farlys
d’Phiarlan’s ballet Wings of Ice.
pl
Multiattack. The harpy makes two attacks: one with its
claws and one with its wings.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one
target. Hit: 6 (2d4 + 1) slashing damage.
Wings. Melee Weapon Attack: +3 to hit, reach 5ft., one
target. Hit: 6 (1d10 + 1) bludgeoning damage.
Drowning Song. The harpy sings a magical melody. Every
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humanoid and giant within 100 ft. of the harpy that can
hear the song must succeed on a DC 11 Wisdom
saving throw or become unable to breathe or cast spells
with verbal components until the song ends. The harpy
must take a bonus action on its subsequent turns to
continue singing. It can stop singing at any time. The
song ends if the harpy is incapacitated.
A suffocating creature can survive for a number of
Sa

rounds equal to its Constitution modifier (minimum 1


round). At the start of its next turn, it drops to 0 hit
points and is dying.
A creature can repeat the saving throw at the end of
each of its turns. If a creature's saving throw is
successful, the effect ends on it. A target that
successfully saves is immune to this harpy's song for
the next 24 hours.

13
Endworld Harpy

e
Medium monstrosity, chaotic evil

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Armor Class 13
Hit Points 60 (11d8+11)
Speed 50 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 14 (+2)

Skills Athletics +3, Acrobatics +5


Senses passive Perception 10
Languages Common, Halfling

Endworld Harpy e
Harpies are common in southwestern Khorvaire, particularly
Challenge 1 (200 XP)

Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one
pl
in the Byeshk mountains. Having sworn loyalty to the target. Hit: 9 (1d12 + 3) slashing damage.
Daughters of Sora Kell, several harpy flights lay claim to
territories within Droaam. Within the Five Nations, the Predator's Song. The harpy screams a magical song.
Every humanoid and giant within 300 ft. of the harpy
harpies of Sharn enjoy perhaps the greatest infamy. However, that can hear the song must succeed on a DC 12
their cousins in the east are much less well known. In the Wisdom saving throw or be frightened until the song
Talenta Plains and Q’barra, some harpies seem to have ends. The harpy must take a bonus action on its
developed traits associated with the region’s dinosaurs. subsequent turns to continue singing. It can stop
Trading flight for speed and ruthless cruelty, they instead stalk
m

singing at any time. The song ends if the harpy is


their prey through mountain passes and pounce when the incapacitated.
timing is right. While frightened by the harpy, a target ignores the
Much like avian harpies, the Endworld harpies consider songs of other harpies. If the frightened target is less
their voices to be a gift from the Shadow. While the voice of an than 30 ft. away from the harpy, on its turn it must
avian harpy can charm and enchant, the song of an Endworld move away from harpy by the most direct route. It
harpy instead inspires a supernatural fear. These harpies doesn't avoid opportunity attacks, but the target can
often take great pleasure in extending their magical repeat its saving throw if this effect would force it to
harassment as long as possible before they strike, goading move into damaging terrain, such as lava or a pit, or if it
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takes damage from a source other than the harpy. A


their prey into ever more precarious situations. When victim creature can also repeat the saving throw at the end of
or hunter tires of the games, a whole flight will pounce, each of its turns. If a creature's saving throw is
competing for the choicest morsels. successful, the effect ends on it.
Endworld harpies closely resemble the clawfoot and carver A target that successfully saves is immune to this
dinosaurs that are so precious to the halflings of the Talenta harpy's song for the next 24 hours
Plains, and they are not afraid to exploit that reverence. A
venerable harpy known as Dromaea has gathered a fierce Reactions
band of young and disillusioned Talenta riders to her cause. Killing Leap. When a frightened creature moves more
One day, she claims, they will steal lost secrets from the than 30 feet from the harpy, she may use a reaction to
mysterious shulassakar city known as Krezent, and bestow jump up 30 feet and make a claw attack against that
the gifts of the Shadow upon all her followers. creature. If it hits, the attack is a critical hit. The harpy
does not provoke opportunity attacks while jumping.

14
Harpies as Player Characters
Flights of harpies are a common sight in the Byeshk
mountains in the north of Droaam, and several flights now
nest in the great city of Graywall. As Daask builds its presence
in Sharn, many harpies have left the mountains for the City of
Towers, and can often be seen soaring between the towers of
Malleon's Gate and other neglected districts of Sharn.
A harpy who finds herself elsewhere in the Five Nations is
likely to be mistrusted at best. The magic behind a harpy's
song is well known, and tales have a habit of exaggerating
their antagonists. An accused harpy may find herself
struggling to convince the folk around her that she isn't

e
working her magic on the local constabulary.
Harpy Traits
Harpies characters have the following traits.
Ability Score Increase. Your Charisma score increases by

fil
2, and your choice of either your Dexterity or Wisdom score
increases by 1.
Age. Harpies reach maturity at sixteen years old and can
live to see seventy years.
Alignment. Most harpies are cruel and fickle, tending
towards chaos and evil. However, adventurous harpies are
known to reject the sadism of their kin.
Size. Harpies stand as tall as humans, but weigh half as
much. Your size is Medium.
Speed. Your base walking speed is 30 feet.
e
Flight. You have a flying speed of 30 feet. To use this speed,
you can’t be wearing medium or heavy armor.
Collector. When you make a Dexterity (Sleight of Hand) or
Wisdom (Survival) check to acquire items worth less than
1gp, you can add twice your proficiency bonus, instead of any
pl
proficiency bonus you normally apply.
Siren Song. Each note of your song is woven with magic.
As an action, you can cast the charm person spell as 1st-level
spell, and regain the ability to do so when you finish a long
rest. You can cast this spell using only verbal components.
When you reach 5th level you can cast this spell as a 2nd-level
spell. When you reach 9th level, you can cast it as a 3rd-level
m

spell. Charisma is your spellcasting ability for this spell.


Languages. You can speak, read, and write Common.
Sa

15
Lhazaar Shipwright
Crab
The Lhazaar Principalities are home to many sea monsters,
all of which invoke fear and wonder into the hearts of the
bravest pirates. One of the most dangerous is the Shipwright
Crab. These enormous crustaceans can be found throughout
the Principalities and from time to time have been found as
far south as Kraken Bay.
Shipwright crabs appear as immensely over-sized
hermit crabs. However, instead of making their homes

e
in discarded shells, they take refuge inside hollowed
shipwrecks. The crabs gradually repair the ships,
filling holes with a sticky ooze they regurgitate after
meals. The plants and algae that grow around the crab
bind the repair work, and eventually the ship is ready

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to ‘sail’. The shipwright crab lifts the vessel to the ocean
surface and uses it as a float to move across the water with
relative speed and freedom.
Lhazaar stories tell of ghost ships sailing the seas with no
crew or even an undead crew. Often, these tales are based on
encounters with a shipwright crab. With the crab’s body out of
sight, many believe the ships to be sailing themselves.

Shipwright Crab
Gargantuan monstrosity, unaligned
e Actions
Multiattack. The shipwright crab makes two claw attacks.
If it has a creature grappled, or grapples a creature as part
of this action, it can also make one bite attack against a
pl
Armor Class 16 (natural armor) grappled creature.
Hit Points 259 (14d20+112)
Speed 30 ft., swim 30 ft. Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 22 (2d12 + 9) bludgeoning damage. If the
STR DEX CON INT WIS CHA target is a Large or smaller creature, it is grappled (escape
DC 21). The shipwright crab has two claws, each of which
28 (+9) 8 (-1) 22 (+6) 4 (-3) 13 (+1) 11 (+0) can grapple only one target.
Damage Resistances bludgeoning, piercing and slashing Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one
m

Senses darkvision 60 ft., tremorsense 120 ft., passive target. Hit: 16 (2d6 + 9) piercing damage plus 9 (2d8)
Perception 15 acid damage.
Challenge 12 (8,400 XP) Withering Spittle (Recharge 5-6). The shipwright crab spits
sticky acid in a 90-foot line that is 5 feet wide. Each
Aura of Growth. The shipwright crab’s mere presence creature in that line must make a DC 18 Dexterity saving
encourages seaweeds and other ocean flora to burst into throw, taking 27 (6d8) acid damage on a failed save, or
life. At the start of each of its turns, plants within 100 half as much on a successful one. If this damage reduces
feet of the crab become thick and overgrown. A creature the target to 0 hit points, it is disintegrated. A
Sa

moving through overgrown plants must spend 4 feet of disintegrated creature and everything it is wearing and
movement for every 1 foot it moves. carrying, except magic items, are reduced to a pile of
sticky goo. The creature can be restored to life only by
Galleon Shell. When the shipwright crab is reduced to half means of a true resurrection or a wish spell. Unattended
its maximum hit points, it shrugs off its “shell” in a nonmagical objects within the area are automatically
cascade of broken wood, steel and tangled ropes. destroyed.
Creatures within 40 ft. of the shipwright crab must make
a DC 18 Dexterity saving throw. A target takes 13 (3d8)
bludgeoning damage on a failed save, or half as much
damage on a successful one. A target that fails its save is
also restrained by tangled ropes and debris, and must use
an action to escape, requiring a DC 18 Strength
(Athletics) or Dexterity (Acrobatics) check. In addition,
the shipwright crab loses its damage resistances and
instead gains vulnerability to all damage and increases its
speed by 30 feet until it finds a new shell.

16
Mournmare
A heavy black horse stands before you, gazing with deep, Mournmare
empty sockets. Its skin is charred, and its hair singed. As it Large aberration, chaotic evil
moves closer, its skin slides off it like oil, revealing a crimson
skeleton dripping with fresh blood. Armor Class 15 (natural armor)
Hit Points 105 (11d10+44)
The mournmare is an accursed steed created on the Day of Speed 60 ft.
Mourning by corruption of Cyran warhorses. The magical
energy released in the Mourning burned and liquefied its STR DEX CON INT WIS CHA
flesh, and imbued in it a malicious intelligence. Mournmares 20 (+5) 13 (+1) 18 (+4) 6 (-2) 13 (+1) 14 (+2)
know nothing but pain and torment, and they seek to visit that

e
suffering upon all other living creatures. For a mournmare, Damage Vulnerabilities bludgeoning, piercing and
death is a relief - they will attack their prey with utter slashing from weapons made of cyrite (see Appendix)
abandon, even if outnumbered and outmatched. Alas, few Senses darkvision 60 ft., passive Perception 11
creatures possess the power to slay a mournmare before it Languages understands Common
can regenerate. Challenge 5 (1,800 XP)

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Mournmares are rarely found outside the corrupted
wastelands of former Cyre, though there are reports of Frightful Visage. At the start of the mournmare's turn,
wandering horrors on the borderlands of Valenar and each creature of its choice that is within 60 feet must
Darguun. Given their veneration of their steeds, the Tairnadal succeed on a DC 13 Wisdom saving throw or become
elves consider mournmares a particularly egregious blight frightened for 1 minute. A creature can repeat the
against the natural order. saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving throw
A mournmare will never accept a rider that had not also is successful or the effect ends for it, the creature is
been twisted by the Mournland’s cruel magic. Misery loves immune to the mournmare's Frightful Visage for the
company, after all. Soldiers among the garrison at Arythawn next 24 hours.
Keep in southeastern Thrane have recently shared sightings

e
of a being they call "The Mistrider" emerging from the
Mournland. The Mistrider is a Thranish ranger twisted in
body and mind to join the mistfolk (Codex Siberys: Mourning
& Madness, page 19). The mournmare she rides was once her
beast companion.
Regeneration. The mournmare regains 10 hit points at
the start of its turn. If it takes acid or thunder damage,
this trait doesn't function at the start of the
mournmare’s next turn.
Actions
pl
Multiattack. The mournmare makes two hoof attacks
and one bite attack.
Hoof. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage. If the
target is prone, it takes an extra 7 (2d6) bludgeoning
damage.
m

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 7 (1d4 + 1) piercing damage plus 4 (1d6)
necrotic damage and the target must succeed on a DC
15 Constitution saving throw or become paralyzed until
the end of its next turn.
Reactions
Slick (recharges when the mournmare regains hit points).
Sa

As a reaction when it takes damage, the mournmare


sloughs its corrupted skin into an oily pool. The pool
covers the ground in a 15-foot radius centered on the
mournmare, and turns it into difficult terrain. When the
slick appears, each creature standing in its area must
succeed on a DC 15 Dexterity saving throw or fall
prone. A creature that enters the area or ends its turn
there must also succeed on a Dexterity saving throw or
fall prone. The mournmare is not affected by its own
slick.

17
Night's Mercy
A tall, graceful figure emerges from the darkness. She wears a
black mourning shroud, revealing only her blackened lips. She
carries a cobalt khopesh, and her free hand rests over her
heart.
The Night's Mercy is an unusual form of celestial born in
Mabar, the Endless Night. Sometimes called the noxiya, the
Night's Mercy fully embodies Mabar's destructive element.
However, each fulfils an ostensibly benevolent purpose: to use
death to relieve suffering. The true classification of noxiya is

e
therefore somewhat controversial in the halls of the Arcane
Congress. Some contend that these creatures are more
correctly considered risen fiends than true angels.
On Mabar, a Night's Mercy wanders in a lonely vigil. They
resist the evil of the Night, hunting the sorrowsworn and other

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fiends, while seeking travelers who have lost their way from
Eberron. A suffering planar traveler cannot expect healing or
other constructive aid from the noxiya. These are the domains
of the counterpart world, Irian. Instead, the noxiya seek to
end pain inflicted by the Endless Night,
and free a tortured soul to Dolurrh, the Realm of the
Dead. A noxiya will thus appear to a dying traveler
in their final hours. Death, the noxiya claim, is a
kinder fate than to waste away into
shadow in Mabar.

e
pl
Night's Mercy
Medium celestial, neutral good
Gentle End. Living creatures that start their turn within 30
feet of the Night's Mercy take 6 (1d12) necrotic damage.
Innate Spellcasting. The Night's Mercy's innate
spellcasting ability is Wisdom. It can innately cast the
Armor Class 17 (natural armor) following spells, requiring no material components:
m

Hit Points 238 (28d8+112) At will: darkness, darkvision, misty step, sanctuary
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The Night's Mercy makes two crescent blade
9 (-1) 18 (+4) 19 (+4) 13 (+1) 21 (+5) 17 (+3) attacks and one eclipse beam attack.

Saving Throws Wis +9, Cha +7 Crescent Blade. Melee Weapon Attack: +8 to hit, reach
5ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9
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Skills Insight +9, Perception +9


Damage Resistances necrotic; bludgeoning, piercing and (2d8) necrotic damage.
slashing damage from nonmagical attacks Eclipse Beam. Ranged Spell Attack: +9 to hit, range 60ft.,
Condition Immunities charmed, exhaustion, frightened one target. Hit: 22 (5d8) necrotic damage and the target
Senses darkvision (unlimited range), passive Perception must succeed on a DC 17 Constitution saving throw or
19 become blinded until the end of their next turn.
Languages Common, Celestial, Mabaran
Challenge 12 (8,400 XP) Shhhh. The Night's Mercy reaches out to one creature
within 5 feet with the pitied condition (see Mercy Strike).
With a gentle caress and a soothing whisper, she ends
Mercy Strike. A Night Mercy's weapon attacks, spell
their suffering. The affected creature must succeed on a
attacks and its gentle end ability cannot reduce a creature
DC 17 Constitution saving throw or die.
below 1 hit point. If a Night's Mercy reduces a creature to
1 hit point, that creature is pitied by the Night's Mercy
until they finish a short rest. The pitied condition may be
removed with the spell greater restoration.

18
Sa
m
pl
e
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e
Prophecy Dragon
This incorporeal dragon is made up of flickering line patterns
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a
lair action to cause one of the following effects; the dragon
which pulse with deep blues, greens and purples. A faint aura can’t use the same effect two rounds in a row.
surrounds its sleek form, which shimmers as the dragon Dragonmark Control. One dragonmarked creature that
glides towards you. the dragon can see must succeed on a DC 22 Charisma
Even among Argonessen’s draconic societies, prophecy saving throw. On a failure, that creature immediately takes
dragons are considered legends and folklore. Some true one action of the dragon’s choosing. The creature can act
dragons consider them to be living incarnations of the normally on its own turn.
Draconic Prophecy itself, and thus exemplars of dragonkind Ineffable Magic. The dragon pulls on the threads of the
that deserve reverence or even worship. In their eyes, the Prophecy, disrupting the flow of magic. Until initiative
count 20 on the next round, whenever a creature casts a

e
existence of prophecy dragons proves that the dragonmarked spell of 1st level or higher they must roll on the Wild Surge
of Khorvaire are not held aloft by the Draconic Prophecy. table (Player’s Handbook, page 104).
Other true dragons consider them to be anomalies that must Siberys’ Gift. Until initiative count 20 on the next round,
be erased to preserve the impassionate, distant watch of whenever a creature casts a divination spell it is cast as if it
Siberys. were 3 levels higher, without expending a higher level spell

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Whatever of the truth of their existence, prophecy dragons slot.
are often sought by young, questing dragons, especially those
that work with the Chamber. A young dragon might seek to
understand an element of the Prophecy, or humbly request
Regional Effects
The region containing a prophecy dragon’s lair is warped by
that the prophecy dragon scribe a dragonmark upon their own the dragon’s magic, which creates one or more of the
flesh. following effects:
The prophetic dragons’ resemblance to huge, living
dragonmarks is undeniable. When a prophecy dragon first Within 6 miles of the dragon’s lair, all of Eberron’s twelve
manifests, the patterns that make up its body are simple, like moons appear full in the sky, whether or not it is the
the least dragonmarks that appear on Khorvaire’s heirs. As expected time in their lunar cycle. The nights are never

Siberys dragonmark.
A Prophecy Dragon’s Lair
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the years go on, the prophecy dragon’s pattern becomes ever
more complex, mimicking the progression from least to
dark.
Tiny dancing lights continually bloom from the ground
within 1 mile of the dragon’s lair.
Dragonmarked creatures within 1 mile of the dragon’s lair
feel their mark itch, glow, or even move across their skin.
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Prophecy dragons manifest in areas of utmost seclusion - If the dragon dies, these effects fade over 1d10 days.
deep in the darkest caverns of Khyber, high atop cloud-
breaking peaks, or nestled within the quietest forests. Each
lair is a focus of the Draconic Prophecy; a nexus at which
destiny will be written. Dragonmarks
When a prophecy dragon divines its purpose, it scribes an The prophecy dragon possesses the ability to scribe
enormous dragonmark onto the landscape. This dragonmark a dragonmark onto a location that is significant to
m

bathes the surrounding territory in the essence of the the Draconic Prophecy. Dragonmarks have been
Draconic Prophecy, granting the dragon certain abilities and appearing on the land for all of recorded history,
control over the tangled web of fate. Some Draconic legends long predating the appearance of similar patterns
even claim that a prophecy dragon can scribe dragonmarks on the people of Khorvaire. Indeed, the dragons had
onto the flesh of a mortal creature - willing or not. been interpreting these shapes as omens and
Prophecy dragons are incorporeal and ascetic. They have portents of the Prophecy long before even the
Aereni elves manifested marks (Eberron Campaign
no need of material goods, and their desires are beyond Setting, page 130).
mortal understanding. A prophecy dragon hoards only words That a connection between prophecy dragons
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and visions, fragments of memory, or unique tales. and landscape dragonmarks exists is clear to most
draconic scholars. But the exact nature of their
relationship is left a mystery for the DM. Are all
landscape dragonmarks scribed by prophecy
dragons? Are smaller, hidden ones scribed by
hatchlings, and equivalently are the great glyphs
that stretch across mountainsides drawn by the
most ancient of their kind? No one knows what
causes a prophecy dragon to manifest - perhaps
after a time landscape dragonmarks simply peel
from their natural canvas and take flight. A tiny
prophecy dragon might even climb its way off a
powerful dragonmarked heir's skin.

20
Prophecy Dragon
Huge dragon, neutral
Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 21 (3d8 + 8) force damage plus 7 (2d6)
psychic damage.
Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one
Armor Class 19 (natural armor) target. Hit: 15 (2d6 + 8) force damage.
Hit Points 378 (28d12+196)
Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one
Speed 0 ft., fly 80 ft. (hover)
target. Hit: 17 (2d8 + 8) force damage and the target is
blinded by the dragon's shining form until the end of the
STR DEX CON INT WIS CHA target's next turn.

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1 (-5) 19 (+4) 25 (+7) 18 (+4) 27(+8) 24 (+7) Iridescent Awe: Each creature of the dragon's choice that
is within 120 ft. of the dragon and aware of it must
Saving Throws Dex +10, Int +10, Wis +14, Cha +13 succeed on a DC 22 Wisdom saving throw or become
Skills Arcana +10, History +10, Perception +14 charmed for 1 minute. A creature can repeat the saving
Damage Resistances bludgeoning, piercing and slashing throw at the end of each of its turns, ending the effect on

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from nonmagical attacks itself on a success. If a creature's saving throw is
Condition Immunities grappled, petrified, prone, restrained successful or the effect ends for it, the creature is
Senses truesight 60 ft., passive Perception 24 immune to the dragon's Iridescent Awe for the next 24
Languages all hours.
Challenge 20 (25,000 XP)
Destiny Flare (Recharge 5-6). The dragon exhales twisting
aurora in a 60-foot cone that causes a creature’s psyche
Incorporeal Movement. The dragon can move through to light up in a confusing mess of joy, hate, love and pain.
other creatures and objects as if they were difficult Each creature in that area must make a DC 22 Charisma
terrain. It takes 5 (1d10) force damage if it ends its turn saving throw, taking 73 (21d6) psychic damage on a
inside an object. failed save, or half as much damage on a successful one.

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Innate Spellcasting. The prophecy dragon’s innate
spellcasting ability is Wisdom (spell save DC 22). It can
innately cast the following spells, requiring no
components:
At will – augury, detect thoughts, divination, clairvoyance,
Reactions
Fate Nudge. When a creature has made a damage roll
within 100 ft. of the prophecy dragon, it can use its
reaction to pull on the strands of fate. Turn every damage
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die to its opposite face (e.g. a 2 on a d6 becomes a 5).
scrying
Eternal Augury. Whenever the prophecy dragon makes an Legendary Actions
attack roll, it can roll the dice before choosing a target. The prophecy dragon can take 3 legendary actions,
The prophecy dragon knows the armor class of all choosing from the options below. Only one legendary
creatures it can see. action can be used at a time and only at the end of
Legendary Resistance (3/Day): If the dragon fails a saving another creature’s turn. The prophecy dragon regains
throw, it can choose to succeed instead. spent legendary actions at the start of its turn.
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Ethereal Jaunt. The dragon teleports up to 80 ft.


Actions Tail Attack. The dragon makes a tail attack.
Multiattack: The dragon can use its Iridescent Awe. It then Visions of Fate (Costs 2 Actions). The dragon rears up and
makes three attacks: one with its bite and two with its raises its wings into a dragonmark-like glyph. Each
claws. creature within 10 ft. of the dragon must succeed on a
DC 22 Intelligence saving throw or see a vision of their
own ultimate fate, taking 15 (2d6+8) psychic damage
and becoming frightened until the end of their next turn.
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21
Quoricage Zombie
When the host of a quori spirit is killed in a
cruel and nightmarish fashion, a cloud of
dreamstuff can hang around that unfortunate
soul’s body. A quori can become trapped in that
cross-planar bridge, reanimating the lifeless
host but unable to return to consciousness on
Dal Quor. These creatures are known as ithal
quor in the Quori and Riedran tongues; a
phrase that roughly translates in Common as
“dream cage.”

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The undead cage is mentally and physically
straining for the quori spirit, for it is neither
completely with Dal Quor nor Eberron, instead
coexisting on both planes. A psionic adept may
even be able to see the ghostly shimmer in the

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shape of the trapped quori writhing around the
undead body. The distress and agony felt by a
caged quori and often drives it to reckless
insanity - anything to destroy the undead vessel
and finally return home. However, the undead
vessel has an innate will to survive, and will
draw on the quori’s psionic power to restore
itself.
Ithal quor created from Inspired tend to be more formidable
than those created from kalashtar, for kalashtar play host to
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only a fraction of a greater whole. Some kalashtar may even
consider the existence of ithal quor to be a boon - a chance for
a final insult to the nightmares that oppress them.
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Quoricage Zombie
Medium undead, chaotic evil
At will: command, cure wounds (self only), death ward
Actions
Multiattack. The quoricage zombie makes one attack with
Armor Class 18 (natural armor) its zulaat, and one with its incorporeal claw.
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Hit Points 104 (16d8+32)


Speed 30 ft. Zulaat (Glaive). Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 7 (1d10 + 2) slashing damage.
STR DEX CON INT WIS CHA Incorporeal Claw. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 16 (2d12 + 3) necrotic damage.
14 (+2) 10 (+0) 15 (+2) 16 (+3) 8 (-1) 13 (+1)
Nightmare Flood (Recharge 5-6). The trapped quori spirit
Damage Immunities poison floods the power of the Realm of Dreams into the minds
of its enemies. All creatures that can dream within 60
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Condition Immunities exhaustion, poisoned


Senses darkvision 60 ft., passive Perception 9 feet of the quoricage zombie must make a DC 14
Languages Riedran, Quori Intelligence saving throw. On a failed save, a creature’s
Challenge 6 (2,300 XP) worst nightmares manifest as illusions only it can see,
causing it to re-experience its traumas past and future. An
affected creature is frightened and treats the nightmares
Magic Resistance. The quoricage zombie gains advantage
as if they were real, including rationalising any illogical
on saving throws against magic spells and other magical
outcome of interacting with the nightmare. In addition, at
effects.
the start of each of its turns it takes 11 (2d10) psychic
Innate Spellcasting (Psionics). The quoricage zombie’s damage. The effect lasts until the target moves more than
innate spellcasting ability is Intelligence (spell save DC 100 feet away from the quoricage zombie, until it is
14). It can innately cast the following spells, requiring no unconscious, or until the quoricage zombie is destroyed.
components:

22
Shulassakar
When the world was overrun by the great demon lords that Shulassakar Prismat
rose from Khyber, an alliance between the dragons and the Medium monstrosity, lawful good
noble couatl was formed to bring an end to the conflict. The
couatl combined their souls into a force that would cleanse Armor Class 17 (natural armor)
the world in an act of great self-sacrifice. The Silver Flame Hit Points 195 (30d8+60)
was born from the blood of the couatls, and those that Speed 30 ft., fly 40 ft.
survived were too few to guard the seals of Khyber that bound
the greatest of the demons. STR DEX CON INT WIS CHA
In Sarlona, the home of the couatls, a tribe of humans 15 (+2) 16 (+3) 14 (+2) 16 (+3) 15 (+2) 19 (+4)
pledged their eternal loyalty to the couatl and the Silver

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Flame. Spreading across the worlds to the gates of Khyber, Skills Arcana +7, Perception +6, Religion +7
they pledged to keep watch where the couatl could not. Over Damage Immunities poison
time, their devotion to the Flame changed their bodies and Condition Immunities poisoned
their souls - they became Shulassakar, the Feathered Senses darkvision 60 ft., passive Perception 16
Servants. Languages Common, Celestial

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Shulassakar Prismat Challenge 10 (5,900 XP)

Innate Spellcasting. The shulassakar's innate spellcasting


Some shulassakar imbue their magic with the full spectrum of ability is Charisma (spell save DC 16). The shulassakar
light, rather than just the silver of the Flame, evoking the can innately cast the following spells, requiring no
feathers of the Couatl and their chosen people. These material components:
powerful defenders of the faith are known as Prismats. A
Prismat’s scales become glassy and fragile, leaving them more At will: color spray (at 5th level), daylight, sacred flame
vulnerable to magic than their kin, but able to reflect magical (at 11th level), lesser restoration
effects back at their enemies. In Krezent, a Prismat known as 3/day: chromatic orb (at 5th level), faerie fire, hypnotic
Coaxoch makes it her duty to keep the ancient murals awash pattern
with vibrant colour.
e 1/day: prismatic spray
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage plus 6 (1d12)
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poison damage.
Gift of the Couatl. The shulassakar casts two spells using
its innate spellcasting.
Reactions
Prismatic Reflection. When the shulasskar prismat takes
acid, cold, fire, lightning, psychic, radiant, or thunder
m

damage, one other friendly creature within 30 ft. of the


shulassakar gains temporary hit points equal to half the
damage dealt to the shulassakar (rounded down). In
addition, one enemy creature within 30 ft. must
succeed on a DC 16 Dexterity save or take damage of
that same type equal to half the damage dealt to the
shulassakar (rounded down). Both extra targets are
chosen by the shulassakar.
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23
Shulassakar Penitent
Despite their celestial gifts, the shulassakar are mortal
creatures, and are therefore fallible. A flametouched or
Shulassakar Penitent
Medium monstrosity, lawful good
transcendent shulassakar who is judged to have failed their
duty may be stripped of their feathers and forced to suffer a Armor Class 16 (breastplate)
vigilance against their own evils. Shulassakar who seek Hit Points 84 (13d8 + 13)
atonement are given the title Penitent, and are often tasked Speed 30 ft.
with guardianship over lesser shulassakar rather than holy
relics or sacred sites. Until they are redeemed in the eyes of STR DEX CON INT WIS CHA
their peers, many Penitents adopt a sacred vow of their
choosing. 16 (+3) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3)

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Skills Perception +3, Religion +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Celestial

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Challenge 4 (1,100 XP)

Gracious Atonement. When the shulassakar ends a


condition affecting another creature using its innate
spellcasting, it regains 10 (3d6) hit points and its
blessed greatsword deals an additional 11 (2d10)
radiant damage until the next dawn. The bonus radiant
damage is cumulative.
Innate Spellcasting. The shulassakar's innate spellcasting
ability is Charisma (spell save DC 13). The shulassakar

e can innately cast the following spells, requiring no


material components:
At will: sacred flame (at 5th level), lesser restoration,
sanctuary
3/day: calm emotions, silence, warding bond
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Magic Resistance. The shulassakar has advantage on
saving throws against spells and other magical effects.
Actions
Multiattack. The shulassakar makes two melee weapon
attacks.
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Blessed Greatsword. Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing
damage plus 5 (1d10) radiant damage.
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24
Shulassakar as Player Shulassakar Traits
Characters As a bloodsworn shulassakar, you are the living legacy of the
couatl. Their power grants you the following traits.
Ancestors of the Yuan-Ti
Much like the yuan-ti, the shulassakar are a hierarchical race
Ability Score Increase. Your Charisma score increases by
2, and your Intelligence score increases by 1.
of human-like creatures with serpentine features. However, Age. Bloodsworn shulassakar mature at the same rate as
the scales of a shulassakar are often hidden beneath a humans and have lifespans similar to theirs.
brilliant, rainbow plumage. Like the yuan-ti abominations, the Alignment. Shulassakar are fierce and hierarchical
transcendent shulassakar have lost much of what made them defenders of the Silver Flame. Most are lawful good.
human. The bloodsworn shulassakar, like the yuan-ti Size. Bloodsworn shulassakar are of similar size and build
purebloods, might pass for humans with a simple disguise. to humans. Your size is Medium.
Flametouched, like the yuan-ti half-bloods, fall somewhere in Speed. Your base walking speed is 30 feet.

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between. Darkvision. Mere darkness is no barrier to the Silver
According to the shulassakar, the yuan-ti are shulassakar Flame. You have superior vision in dark and dim conditions.
who have forsaken their vows to the couatls and the Silver You can see in dim light within 60 feet of you as if it were
Flame and fallen into decadence. If the yuan-ti share these bright light, and in darkness as if it were dim light. You can't
legends, they've long been forgotten. discern colour in darkness, only shades of grey.

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Isolated Sentinels
The shulassakar seek to protect the seals on Khyber by any
Serpent's Resilience. You have advantage on saving
throws against poison, and you have resistance against poison
damage.
means necessary. Most stand guard over ancient couatl Gift of the Flame. You know the produce flame cantrip.
citadels, the greatest of which is the city of Krezent in the When you reach 3rd level, you can cast the detect evil and
Talenta Plains. Shulassakar often have little respect for the good spell once with this trait and regain the ability to do so
younger races of Khorvaire and Sarlona, and although when you finish a long rest. When you reach 5th level, you can
innocent travelers may be warned away peacefully, persistent cast the flame blade spell once with this trait and regain the
wanderers may face swift and violent retribution. ability to do so when you finish a long rest. Fire damage that
However, some shulassakar do travel the world in search of would be dealt by these spells is replaced with radiant

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new power to strengthen the seals on Khyber. An adventuring
shulassakar is still likely to hold considerable pride in the gifts
the couatl have bestowed upon them, and may treat even
followers of the Church of the Silver Flame as child-like.
damage. Charisma is your spellcasting ability for these spells.
Shulassakar Weapon Training. You have proficiency with
scimitars, whips, shortbows and longbows.
Languages. You can speak, read and write Common and
Celestial.
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The Serpent Stone is one of Morgrave University's most prized artifacts.


The Wayfinder Foundation apparently retrieved it from a lost city hidden
deep in the Blade Desert.
25
Silver Brazier Silver Brazier
Homunculus
A brazier follow at the heel of a priest, burning with silver Homunculus
flames. Four tiny feet clatter against the ground as it scuttles. Small construct, neutral

Faithful artificers and wizards sometimes learn to channel Armor Class 13 (natural armor)
divine magic as well as their arcane talents. Others might Hit Points 11 (2d6+4)
learn to imbue their crafts with the ideals and conviction of Speed 20 ft.
their allies. These righteous magewrights have been known to
animate constructs specifically designed to serve in the STR DEX CON INT WIS CHA

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eternal battle against evil. A favoured construct of the 5 (-3) 23 (+1) 15 (+2) 8 (-1) 10 (+0) 7 (-2)
followers of the Silver Flame is the silver brazier, a tiny
homunculus with a strong connection to the pervasive flame Damage Resistances radiant
that was born out of the struggle against the fiends of Khyber. Damage Immunities poison
Silver brazier homunculi are overwhelmingly most common Condition Immunities charmed, poisoned

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in Thrane, where their parent religion holds most sway. Senses passive Perception 10
During the Last War, Thranish clerics often brought these Languages understands Common, Celestial
constructs to support their nation's longbow regiments. Challenge 1/8 (50 XP)
A silver brazier homunculus can be created by casting the
spell create homunculus (Xanathar’s Guide to Everything, Thranish Tradition. Creatures within 5 ft. of the silver
page 152). The caster must be faithful to the Silver Flame. brazier homunculus can use a bonus action to light one
piece of ammunition with silver fire. On a hit, that
ammunition deals an extra 1d4 points of radiant
damage.

Actions
e Tackle. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 1 bludgeoning damage plus 2 (1d4) radiant
damage.
pl
Channel the Flame (1/day). The homunculus’ fire bursts
into life. For the next 10 minutes, whenever an allied
creature within, 30 ft. of the Silver brazier homunculus
rolls a 1 on a damage die that would deal radiant
damage, they may re-roll the die and must use the new
result.
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26
Spider Lords of False During the slaughter that followed the False Presage, Dharvos

Presage
fled to Khorvaire and built a lair in the Seawall Mountains of
what is now southern Breland. For millennia he watched
empires rise and fall. But when the Dhakaani build the great
Before the world was swept clean by the Silver Flame, the metropolis of Ja’shaarat (now Sharn), Dharvos relocated to the
Spider Lords counted themselves among the most powerful nascent City of Towers. Although Dharvos began to grow a
factions that called Eberron their home. As far beyond shadowy network among the goblin assassins known as the
mundane spiders as the dragons were beyond lizards, the Shaarat’khesh, his efforts were undone when the Daelkyr
Spider Lords considered their place in the balance of the Age came. Fearing draconic retribution, Dharvos did not reveal
of Demons assured. Indeed, the wyrms recognised the value in himself during the fall of Dhakaan. Instead, he remained in
an allegiance with their fellow mortal hierarchs. The Spider hiding and waited for the next Age to bring new pawns to his
Lords gladly offered their knowledge, wisdom and magic to doorstep.
Today, Dharvos leads a secretive guild of assassins and

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the struggle against the fiendish Overlords. spies that bears his own title, the Veiled Fang. Though it is
As the conflict with the fiendish Overlords reached its headquartered in Sharn, the Veiled Fang has integrated itself
climax, Argonessen’s finest diviners uncovered an unusually into hundreds of organisations across the continent. Dharvos
clear fragment of the Draconic Prophecy. The prophets leads the Veiled Fang via a triumvirate of proxies: a
foretold that in the final moments of their victory, when the doppelganger known as Yin, and a pair of male and female

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flames would scour the land, the Spider Lords would fall aranea known as Acusilas and Isoxya respectively.
alongside the couatls in the final push against the Overlords. Subordinates are typically made to believe they are working
But when the time came and the Silver Flame brought an end on behalf of other organisations as disparate as Sharn’s
to the Age of Demons, the Spider Lords had survived. changeling Tyrants, the wealthy Aurum, and the Order of the
The Prophecy had been wrong. Emerald Claw.
Unable to reconcile the failure of the force underpinning all
existence, and unwilling to accept that their interpretation
may have been flawed, the draconic seers declared that an evil
Aranea Spy
The natural form of an aranea is a giant spider with human-
must have survived within the Spider Lords. It became the like hands at the tips of their pedipalps. They also possess the
duty of every diligent student of the Prophecy to hunt down ability to take a unique humanoid shape, or a hybrid mix
Prophecy be fulfilled as intended.
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and destroy the Spider Lords to the last. Only then would the
In the face of ruin, the Spider Lords went into hiding as
best they could, but the dragons were powerful and relentless.
After the slaughter as few as eight Spider Lords remain
between humanoid and spider. When brought into the fold of
the Veiled Fang, it is easy for aranea to believe that the Spider
Lords are their kin, or even their creators. Whether or not the
truth of the Veiled Fang is revealed to an aranea subordinate,
Dharvos prefers to use aranea over changeling spies.
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unaccounted for by the dragons, and the False Presage has
since become a closely guarded element of draconic lore.
To this day the surviving Spider Lords plot their revenge
against the dragons and their Prophecy. Each waits alone at
the centre of a world-spanning web of intelligence. From the
shadows, they seek an end to the confines of fate for all
creatures of the world. Destiny, they reason, is a cage that
must be broken.
m

The Veiled Fang


In the Age of Demons, a Spider Lord by the name of Dharvos -
self-styled as ‘The Veiled Fang’ - distinguished himself as a
cunning and manipulative spy. As a master of secrets and
deception, Dharvos infiltrated the ranks of the Overlords and
siphoned demonic secrets to the resistance. The Overlord
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known as the Spinner of Shadows may even have been a


particularly valuable construct of the Veiled Fang.

An aranea spy serving the Veiled Fang


27
The Veiled Fang
Gargantuan monstrosity, lawful evil
World Web Sense. While in contact with its web, the
Veiled Fang knows the exact location of any other
creature that has touched its web within one month.
Web Walker. The Veiled Fang ignores movement
Armor Class 19 (natural armor) restrictions caused by webbing.
Hit Points 499 (37d20+111)
Speed 50 ft., climb 50 ft. Actions
Multiattack. The Veiled Fang makes four claw attacks and
STR DEX CON INT WIS CHA one shadow bite attack.

e
24 (+7) 25 (+7) 16 (+3) 23 (+6) 22 (+6) 21 (+5) Claw. Melee weapon attack: +14 to hit, reach 15 ft., one
target. Hit: 12 (1d10 + 7) slashing damage.
Saving Throws Dex +14, Int +13, Wis +13
Skills Arcana +13, Deception +12, History +13, Insight Shadow Bite. Melee Weapon Attack: +15 to hit, reach 5
+13, Perception +13, Stealth +14 ft., one target. Hit: 27 (3d12 + 7) magical piercing

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Damage Vulnerabilities bludgeoning, piercing and slashing damage plus 16 (3d10) poison damage and 13 (3d8)
damage from weapons that are made from targath (see necrotic damage.
Appendix) Death Trap. The Veiled Fang creates a deadly web trap in a
Damage Resistances poison 5 ft. diameter space within 100 ft. The first non-spider
Condition Immunities poisoned creature that starts its turn within 10 ft. of the trap, or
Senses darkvision 120 ft., passive Perception 23 moves within that range, must succeed on a DC 21
Languages Common, Draconic, Goblin, Infernal, Thieves’ Dexterity saving throw or take 20 (3d12) necrotic
Cant, Spider damage and become restrained until the end of its next
Challenge 23 (50,000 XP) turn.
Summon Spider Swarms. The Veiled Fang magically
Deadly Precision. Once per turn when the Veiled Fang hits

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a target with a weapon attack, if it has advantage on the
attack roll or if the target is within 5 feet of an ally of the
Veiled Fang that isn't incapacitated, it can choose to treat
that attack as a critical hit.
creates 10 (4d4) swarms of spiders (see Variant: Insect
Swarms, Monster Manual page 338). The swarms appear
in a space within 100 ft. of the Veiled Fang. The swarms
dissipate after 10 minutes or when the Veiled Fang dies.
The spider swarms act after the Veiled Fang’s turn.
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Innate Spellcasting. The Veiled Fang’s innate spellcasting
ability is Intelligence (spell save DC 21, +13 to hit with Legendary Actions
spell attacks). The Veiled Fang can innately cast the The Veiled Fang can take 3 legendary actions, choosing
following spells, requiring no material components: from the options below. Only one legendary action can
At will: darkness, eldritch blast (4 beams), feather fall, be used at a time and only at the end of another
invisibility, pass without trace, sending creature’s turn. The Veiled Fang regains spent legendary
3/day each: arcane eye, greater invisibility actions at the start of its turn.
1/day: dominate monster Too Many Legs. The Veiled Fang makes a Claw attack.
m

Prophetic Veil. The Veiled Fang and any object or creature Trapper. The Veiled Fang uses the Death Trap action.
it has touched within one month are hidden from all Rewrite Destiny (2 actions). The Veiled Fang ends one
divination magic. condition affecting it. One creature of the Veiled Fang’s
choice within 60 ft. must succeed on a DC 21 Charisma
Spider Climb. The Veiled Fang can climb difficult surfaces, saving throw or suffer that condition instead. The
including upside down on ceilings, without needing to duration of the condition is determined by the time at
make an ability check. which the Veiled Fang gained it, rather than the target
creature. The Veiled Fang can use this legendary action
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while incapacitated, but not while it has 0 hit points.

28
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Aranea Spy
Medium monstrosity (shapechanger), neutral
Innate Spellcasting. The aranea’s innate spellcasting ability
is Charisma (spell save DC 13, +5 to hit with spell attacks
+5). The aranea can innately cast the following spells,
requiring no material components:
Armor Class 14 (natural armor) At will: chill touch, detect magic, minor illusion
Hit Points 130 (20d8+40) 1/day each: silent image, sleep
Speed 30 ft. (climb 30 ft. in spider or hybrid forms)
Actions
STR DEX CON INT WIS CHA Multiattack. In humanoid form, the aranea makes two

e
11 (+0) 17 (+3) 14 (+2) 14 (+2) 13 (+1) 15 (+2) dagger attacks. In spider or hybrid forms, the aranea
makes two dagger attacks and one bite attack.
Skills Deception +5, Stealth +6, Perception +5 Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 15 target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6)
Languages Common, Sylvan, Draconic, Spider poison damage.

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Challenge 5 (1,800 XP)
Bite (Spider or Hybrid Form Only). Melee Weapon Attack:
+6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3)
Shapechanger. The aranea can use its action to polymorph
piercing damage. In addition, the target must make a DC
into a humanoid, a spider-humanoid hybrid, or a giant
13 Constitution saving throw, taking 9 (2d8) poison
spider with human-like hands, which is its true form. Its
damage on a failed save, or half as much damage on a
statistics are the same in each form. Any equipment it is
successful one. If the poison damage reduces the target
wearing or carrying isn’t transformed. It reverts to its true
to 0 hit points, the target is stable but poisoned for 1
form if it dies.
hour, even after regaining hit points, and is paralyzed
Spider Climb (Spider or Hybrid Form Only). The aranea can while poisoned in this way.
climb difficult surfaces, including upside down on Web (Spider or Hybrid Form Only). Ranged Weapon Attack:

e
ceilings, without needing to make an ability check.
Sneak Attack (Humanoid or Hybrid Form Only). Once per
turn, the aranea deals an extra 10 (3d6) damage when it
hits a target with a weapon attack and has advantage on
the attack roll, or when the target is within 5 feet of an
+6 to hit, reach 30/60 ft., one creature. Hit: The target is
restrained by webbing. As an action, the restrained target
can make a DC 13 Strength check, bursting the webbing
on a success. The webbing can also be attacked and
destroyed (AC 10; hp 5; vulnerability to fire damage;
pl
ally of the aranea that isn't incapacitated and the aranea immunity to bludgeoning, poison, and psychic damage).
doesn't have disadvantage on the attack roll.

The White
When the dragons began their slaughter, the Spider Lord
known only as The White fled to the secluded mountains of
Whose fate can I steal?
m

The White's Seize Destiny action allows it to use


Adar, in the south of the continent of Sarlona. When The the abilities and features of other creatures, so long
White discovered the lair of a blue dragon scholar, he killed as they require an action or bonus action to use. But
the dragon and made a home in its mountaintop lair. There what abilities can the White actually emulate in this
the White discovered a Siberys observatory, and resolved to way? Here are a few considerations:
turn the weapon of the enemy against the Prophecy. Features that modify certain actions cannot be
For millennia the White studied the stars and the Ring of used by the White. This includes the rogue's
Siberys in solitude. Then the kalashtar came to Adar. Sneak Attack and the fighter's Extra Attack,
Though the hermits of the mountains and valleys had never
Sa

since these features modify the Attack action.


discovered the White Spider’s lair, portents he read in the If the White uses another creature's Multiattack,
Ring of Siberys told the spider that he would need to find new it can't use attacks called by that ability unless it
allies. Rumours of the powerful blue dragons atop the great possesses the correct equipment or anatomy.
peak of Korrandar worried the spider lord, and so he reached For example, if it copies the Chuul's
out to the spiritual settlers of Adar, albeit subtly. Multitattack, it cannot make tentacle attacks.
The White seeded rumours of a great seer to a nearby If the White copies a wizard's spellcasting
community, and their chosen emissary Kalavakri become the feature, it cannot emulate a wizard's spellcasting
White’s eyes and ears among the Adarans. Kalavakri learned feature to cast a spell again until after its next
of the Prophecy from the White, and the White learned to short rest. However, it can emulate a cleric or
druid's spellcasting. Make your spell choices
manifest psionic magic in return. Today, Kalavakri’s distant count!
descendant Korravakri acts as the White’s envoy. The Barbarian's Rage and the druid's Wild Shape
are particularly fun to steal, but be aware they
may limit the White's other actions!

30
The White
Gargantuan monstrosity, neutral
Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 11 (1d10 + 6) slashing damage.
Psionic Fang. Melee Weapon Attack: +13 to hit, reach 5
ft., one target. Hit: 25 (3d12 + 6) magical piercing
Armor Class 17 (natural armor) damage plus 16 (3d10) poison damage. In addition, the
Hit Points 478 (34d20+136) target must succeed on a DC 22 Charisma saving throw
Speed 50 ft., climb 50 ft. or become painfully aware of their impending doom.
Doomed creatures are frightened and take 13 (3d8)
STR DEX CON INT WIS CHA psychic damage at the start of each of their turns until

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they die. Only a remove curse spell can end this
21 (+5) 22 (+6) 19 (+4) 25 (+7) 23 (+6) 20 (+5) condition. This White can use this action only once per
turn.
Saving Throws Con +10, Int +14, Wis +13
Skills Arcana +14, History +14, Insight +13, Perception Seize Destiny. The White uses one ability or feature that is
+13, Religion +14, Stealth +12 available to another creature within 60 feet that would

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Damage Vulnerabilities bludgeoning, piercing and slashing require an action or bonus action to use. If an ability or
damage from weapons that are made from targath (see feature is dependent on a creature’s class level, The
Appendix) White uses the level of the creature it targeted with Seize
Damage Resistances poison Destiny. If it uses another creature’s spellcasting feature,
Condition Immunities poisoned it can cast any spell that that creature knows or has
Senses darkvision 120 ft., passive Perception 23 prepared at its lowest level without expending a spell slot.
Languages Common, Draconic, Infernal, Quori, Spider The White’s spellcasting ability is always Intelligence,
Challenge 22 (41,000 XP) regardless of which spellcasting feature is has emulated.
The difficulty class of any ability The White uses with this
ability is 22. When The White emulates an ability or
Innate Spellcasting. The White’s innate spellcasting ability feature, it must finish a short rest before it can emulate
is Intelligence (spell save DC 22, +14 to hit with spell

e
attacks). The Veiled Fang can innately cast the following
spells, requiring no material components:
At will: augury, eldritch blast (4 beams), guidance, pass
without trace, remove curse, sending
the same ability or feature again.
Summon Spider Swarms. The White magically creates 10
(4d4) swarms of spiders (see Variant: Insect Swarms,
Monster Manual page 338). The swarms appear in a
space within 100 ft. of the White. The swarms dissipate
pl
3/day each: arcane eye, scrying after 10 minutes or when the White dies. The spider
1/day: dominate monster swarms act after the White’s turn.
Precognition. The White always acts first in the initiative
order.
Legendary Actions
The White can take 3 legendary actions, choosing from
Prophetic Veil. The White and any object or creature it has the options below. Only one legendary action can be used
touched within one month are hidden from all divination at a time and only at the end of another creature’s turn.
magic. The White regains spent legendary actions at the start of
m

Spider Climb. The White can climb difficult surfaces, its turn.
including upside down on ceilings, without needing to
make an ability check. Too Many Legs. The White makes a Claw attack.
What’s Yours is Mine (2 actions). The White uses the Seize
World Web Sense. While in contact with its web, the Destiny action.
White knows the exact location of any other creature that Rewrite Destiny (2 actions). The White ends one condition
has touched its web within one month. affecting it. One creature of the White’s choice within 60
Web Walker. The White ignores movement restrictions ft. must succeed on a DC 21 Charisma saving throw or
suffer that condition instead. The duration of the
Sa

caused by webbing.
condition is determined by the time at which the White
Actions gained it, rather than the target creature. The White can
use this legendary action while incapacitated, but not
Multiattack. The White makes four claw attacks and one while it has 0 hit points.
Psionic Fang attack.

31
Taalgrot
The disgusting humanoid before you appears as a bloated orc Taalgrot
with wide, heavy fists. Its eyes are bloodshot and acid drips Medium aberration, chaotic evil
from its mouth.
Armor Class 13 (natural armor)
As with many of the aberrations in western Khorvaire, Hit Points 84 (13d8+26)
taalgrots owe their creation to the Daelkyr. Created as force Speed 30 ft.
for labour and violence, the taalgrots were among the most
numerous aberrations in the Shadow Marches and Droaam, STR DEX CON INT WIS CHA
alongside twisted creatures such as dolgrims and dolgaunts. 18 (+4) 9 (-1) 15 (+2) 6 (-2) 11 (+0) 4 (-3)
It is said that the mind of taalgrot is unchanged after its

e
transformation. Within its twisted prison, the orcish mind still Damage Vulnerabilities bludgeoning, piercing and
longs to rejoin its kin and fight against the Daelkyr. Ultimately, slashing damage from weapons made of byeshk
their new form refuses to act on such thoughts. What’s more, Damage Resistances acid
a taalgrot’s movements are sluggish and predictable despite Senses darkvision 60 ft., passive Perception 10
the lucidity of the orcish mind trapped inside. It is thought the Languages understands Orc, Daelkyr

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Daelkyr used this technique to destroy morale among the Challenge 2 (450 XP)
orcs, who feared they too would meet that fate.
By the design of the Daelkyr, the taalgrots represent a fate Pliant. The taalgrot has disadvantage on saving throws
worse than death. To some orcs, the threat was enough to against being charmed or frightened.
drive them from their homes in the Shadow Marches. To Tortured Mind. Whenever a creature forces the taalgrot
others, particularly the Gatekeepers, the taalgrots became a to make an Intelligence or Wisdom saving throw with
rallying point for resistance. Indeed, the effort of the an enchantment, divination or illusion spell, they suffer
Gatekeeper druids seems to have paid off. In the modern era, a psychic backlash generated by its eternal pain.
taalgrots are rather rare. Affected creatures must succeed on a DC 12 Wisdom
A detect thoughts spell or similar will reveal the trapped saving throw or take 10 (3d6) psychic damage.

e
and tortured mind. Given the immortality of their corrupted
flesh, a mind liberated from a taalgrot prison may be able to
share first-hand stories of the Daelkyr invasion which toppled
the Dhakaani Empire.
Actions
Multiattack. The taalgrot makes two slam attacks.
Slam. Melee weapon attack: +6 to hit, reach 5ft., one
pl
target. Hit: 8 (1d8 + 4) bludgeoning damage.
Vomit (Recharge 5-6). The taalgrot spits up acid in a 15-
foot cone. Each creature in that area must make a DC
12 Dexterity saving throw, taking 22 (5d8) acid damage
on a failed save, or half as much damage on a successful
one.
m
Sa

32
Wild Incarnate
Huge elemental, unaligned
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 12 (2d8 + 3) bludgeoning damage.
Armor Class 14 (natural armor) Rockslide. The wild incarnate makes two slam attacks and
Hit Points 115 (11d12+44) attunes to earth.
Speed 30 ft.
Forest Fire. The wild incarnate's body goes up in flames.
Each non-elemental creature within 30 ft. of the wild
STR DEX CON INT WIS CHA incarnate must make a DC 15 Dexterity saving throw,

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20 (+5) 11 (+0) 18 (+4) 5 (-3) 12 (+1) 8 (-1) taking 13 (3d8) fire damage on a failed save, or half as
much damage on a successful one. The wild incarnate
Saving Throws Str +8, Con +7 attunes to fire.
Damage Resistances Dependent on elemental attunment Snowdrift. A cloud of vapour bursts from the wild
(see Elemental Nature) as follows: incarnate and freezes. Each non-elemental creature within

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air - lightning, thunder 30 ft. of the wild incarnate must make a DC 15
earth - bludgeoning, piercing and slashing from Constitution saving throw. On a failed save, a creature
nonmagical attacks takes 9 (2d8) cold damage and is restrained. A creature
fire - fire can free itself as an action by succeeding on a DC 15
water - acid, cold Strength (Athletics) check, or by taking fire damage. The
Senses blindsight 60 ft., passive Perception 11 wild incarnate attunes to water.
Challenge 5 (1,800 XP)
Reactions
Elemental Nature. When the wild incarnate uses certain Dust Devil. After the wild incarnate is hit with an attack, it
actions, it gains attunement to air, earth, fire or water. The can fly up to 30 ft. without provoking opportunity
wild incarnate can have two attunements at a time,

e
replacing the oldest attunement when it gains a new one.
Attunement affects the wild incarnate's damage
resistances and the damage type of its nature motes.
Overload. Whenever the wild incarnate attunes to a new
attacks. Non-elemental creatures within 20 feet of the
wild incarnate when it finishes moving must succeed on a
DC 15 Strength saving throw or be pushed 10 feet and
fall prone. The wild incarnate attunes to air.
pl
element, it creates 1d4 nature motes, each of which
appears within a space within 30 ft. of the wild incarnate.
All nature motes act on initiative count 0.

Wild Incarnate
The primal magic of Lammania brings together vast Nature Mote
m

elemental forces in an otherworldly ecology driven to Tiny elemental, unaligned


extremes far beyond Eberron’s material plane. The essence of
Lammania sometimes spontaneously coalesces into a Armor Class 12
creature known as a wild incarnate - an elemental that attunes Hit Points 4 (1d4+2)
to multiple elements, and cycles through them in rapid Speed 30 ft., fly 30 ft. (hover)
mimicry of the changing of the seasons. A wild incarnate
takes an animalistic shape, often fox- or wolf-like, though its STR DEX CON INT WIS CHA
body is formed of earth and rock and twisting vines. As it
Sa

7 (-2) 14 (+2) 15 (+2) 1 (-5) 12 (+1) 6 (-2)


cycles through its elemental attunements, its branches burn
or freeze. An enraged wild incarnate spills elemental power
into its surroundings, creating tiny but dangerously unstable Senses blindsight 30 ft., passive Perception 11
Challenge 0 (10 XP)
motes of flickering energy.
Although they are most common in their own world, wild
incarnates have been known to wander into the material Actions
plane when Lammania is coterminous. Some have even been Lammanian Rupture. Melee Spell Attack: +4 to hit, reach
known to spawn in permanent Lammania manifest zones, 5 ft., one target. Hit: 7 (2d6) damage. The damage type
prowling their territory in defence against interlopers and is dependent on the parent wild incarnate's oldest
hunting likely prey. In the Eldeen Reaches, the magic-hating elemental attunement on creation: fire damage for fire,
Ashbound druids have been known to “encourage” wild bludgeoning for earth, thunder for air, cold for water.
incarnates into conflict with Aundairian villages. After using this action, the nature mote dies.

33
Monsters by Challenge Rating Appendix: Design Notes
Monster CR Special Materials. Several of the monsters in this book are
Silver Brazier Homunculus 1/8 vulnerable or resistant to weapons made from special
materials. These monsters are balanced around a party which
Dromite 1/2 has not procured those exotic alloys. These vulnerabilities
Endworld Harpy 1 instead serve to reward parties that research their targets or
Bitter Sea Harpy 2 embark on relevant side quests.
Taalgrot 2 Byeshk. A purple-hued metal mined in the mountain range
Blade Worm 3 that shares its name. Known to be dangerous to
aberrations. See Eberron Campaign Setting, page 126.
Dromite Elocator 4 Cyrite. A magically imbued steel corrupted when the

e
Fleshmelder Acolyte 4 Mourning destroyed Cyre. See Player’s Guide to Eberron,
Shulassakar Penitent 4 page 117.
Targath. A soft metal mined on the northern coast of
Argonnessen. Although it appears to have health benefits
Aranea Spy 5 to most mortal creatures, the deathless of Aerenal shrink

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Dhakaani Dirge Wight 5 from its touch. The Spider Lords of False Presage also
suffer a painful reaction. See Eberron Campaign Setting,
Mournmare 5 page 127.
Wild Incarnate 5
Daan Strider. The Daan Strider is designed so that its long
Quoricage Zombie 6 term impact on a campaign is limited. If a party defeat it, they
Gloamhaunt 7 should be able to get back the items they lost unless the
Daan Strider 9 strider runs away. Those kinds of long term impacts don't
always go down well at the table, especially if they occur
Frightening Rail 9 because of one failed save against Dismantle, and doubly
especially if an item was particularly important to a character.
Shulassakar Prismat

Lhazaar Shipwright Crab


Night’s Mercy
10

12
12
e Above all, know your players!
Fleshmelders. The Soul Siphon ability of both
fleshmelders allows them to become stronger during the
course of a battle. Although their damage output is limited due
pl
Exalted Fleshmelder 14
to essentia caps of offensive fleshmelds, there is still a danger
of a combat encounter snowballing out of control if the DM
Prophecy Dragon 20 has particularly 'lucky' rolls. If you are concerned, consider
The White 22 capping the acolyte's temporary essentia at 4 and the exalted
The Veiled Fang 23
fleshmelder's temporary essentia at 10.
Wild Incarnate. The easiest way to keep track of the
m

incarnate's elemental attunements is to write "Earth", "Air",


"Fire" and "Water" onto four pieces of paper and arrange
them in a column. Whenever the incarnate gains a new
attunement, move it to the top of the column. The incarnate's
resistances are determined by the papers at the top two
positions of the column, and the element of any nature motes
it creates are determined by the paper third from top.
Sa

A wild incarnate with two nature motes.

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