Eberron - Rising from the Last War

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FRIENDS AND FOES

( VEN AS THE FIVE NATIONS SLOWLY RECOVER
from the Last War, rumors spread of the
alien daelkyr, the Emerald Claw, the Lord of
Blades, and other threats growing in power
across the world. This chapter provides stat
blocks for many of the creatures that can play a role in
an Eberron campaign, including enemies that might
overrun a town, powerful entities threatening all Khor­
vaire, and NPCs that can serve as either friends or foes.
The chapter's monsters appear first in a bestiary.
They're followed by a collection of generic NPCs-vari­
ous people who can populate your Eberron adventures.
Remember that few intelligent creatures in Eberron
are inherently evil. Even dragons, which on other worlds
are associated with certain alignments, choose their
own paths. The adventure ideas and encounter tables in
chapter 4 offer abundant examples of monsters behav­
ing in ways that aren't traditionally monstrous.

STAT BLOCKS BY CREATURE TYPE
Here are the creatures in this chapter sorted by
creature type.

ABERRATION
Belashyrra
Doi gaunt
Doi grim
Dyrrn
Hashalaq quori
Kalaraq quori
Tsucora quori

BEAST
Clawfoot
Fastieth

CELESTIAL
Radiant idol

CONSTRUCT
Expeditious messenger
Iron defender
Living burning hands
Living cloudkill
Living lightning bolt
Warforged colossus
Warforged titan


FEY
Dusk hag
Valenar hawk
Valenar hound
Valenar steed

FIEND
Mordakhesh
Rak Tulkhesh
Sul Khatesh
Zakya rakshasa

HUMANOID
Bone knight
Changeling
Inspired
Kalashtar
Lord of Blades
Magewright
Shifter
Tarkanan assassin
Warforged soldier

UN DEAD
Karrnathi undead soldier
Lady lllmarrow
Undying councilor
Undying soldier

Bestiary

The following pages feature stat blocks for various crea­
tures of Eberron, arranged in alphabetical order. For
guidance on how to use a creature's stat block, consult
the introduction of the Monster Manual.

Daelkyr

The daelkyr are the lords of madness and the emissar­
ies of Xoriat, who invaded Eberron with a host of mind
flayers, beholders, and other foul aberrations. Wherever
they walked, the daelkyr reshaped the world in their
image, sowing madness and creating monsters. They
fused goblins together to create the gibbering dolgrims
and crafted the blind dolgaunts from hobgoblin stock.
The goblinoid champions of Dhakaan fought fiercely.
But in the end, it was the ore Gatekeeper druids who
closed the portals to Xoriat and drove the daelkyr into
Khyber. The Gatekeepers crafted seals to hold both the
power of Xoriat and the daelkyr at bay, and as long as
those seals remain intact, the lords of madness can't
rise from the depths. Today, those seals are thousands
of years old and the Gatekeepers are all but forgotten.
Mind flayers scheme in the sewers of Sham, and cultists
beseech beholder priests for the blessings of Belashy­
rra, the Lord of Eyes. And in the shadows of Khyber, the
daelkyr are waiting.

TH E Six DAELKYR
Six daelkyr are known on Eberron through their cults and
legends: Belashyrra and Dyrrn, who are detailed in this
chapter, and the four described below. Other daelkyr surely
lurk in the depths of Khyber.
Avassh. The Twister of Roots devotes its attentions to
plants. Avassh is said to be the source of sham bling
mounds and myconids, but any unnatural and deadly veg­
etation might be its work.
Kyrzin. The cults of the Prince of Slime are based in the
Shadow Marches and are infamous for cultivating gibber­
ing beasts. Kyrzin creates sentient slimes that can enter
humanoid bodies. In some tales, these creatures control
their hosts, while in others, they are parasites that burn
their way out of the body when it's time to strike.
Orlassk. The Master of Stone is said to have created
basilisks, medusas, gorgons, cockatrices, and other mon­
strosities and aberrations with the power of petrification.
Orlassk's citadel is carved into the body of a gargantuan
gargoyle that roams the chasms of Khyber.
Valaara. The Crawling Queen works its will on insects,
arachnids, and other vermin. Swarms with malign sen­
tience, worms that consume victims from within, cu ltists
that slowly become insects-all of these delight Valaara.

CHAPTER (^6) I FRIENDS AND FOES

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