Eberron Rising From the Last War

(Nancy Kaufman) #1

J


220


MONSTROUS MUTATIONS
d6 Mutation
The creature has grown to an unusual size. You can
either set its new size and alter its statistics using the
guidelines in the Dungeon Master's Guide, or apply
the enlarge effect of the enlarge/reduce spell to it.
2 The creature has developed magical camouflage. It
gains proficiency in the Stealth skill, and it has the
Chameleon Skin trait: it has advantage on Dexterity
(Stealth) checks made to hide.
3 The creature's body has been infused with one kind
of energy: acid, cold, fire, or lightning (your choice, or
determine randomly). Its melee attacks deal an extra
ld6 damage of that type, and it has the Elemental
Body trait: a creature that touches it or hits it with a
melee attack while within 5 feet of it takes 5 (ldlO)
damage of that type. You can adjust these damage
numbers to suit the creature's challenge rating.
4 The creature has the Magic Resistance trait: it has
advantage on saving throws against spells and other
magical effects.
5 The creature has a supernatural ability to heal its
wounds. It has the Regeneration trait: it regains hit
points at the start of its turn equal to the maximum
value of one of its Hit Dice. lfit takes acid or fire
damage, this trait doesn't function at the start of the
creature's next turn. (A particular creature might be
susceptible to different damage types.) The creature
dies only if it starts its turn with 0 hit points and
doesn't regenerate.
6 The creature has two heads. If it has a bite attack, it
can use Multiattack as an action to make two bite
attacks. (If it already has Multi attack, it adds a bite
attack to its attack routine.) It also gains the Two
Heads trait: it has advantage on Wisdom (Percep·
tion) checks and on saving throws against being
blinded, charmed, deafened, frightened, stunned, and
knocked unconscious.

MAGICAL EFFECTS
The catastrophe of the Mourning altered more than the
landscape and living creatures. The devastation caused
localized alterations in the way magic functions. In
some places, magic barely functions, or certain magical
functions are warped. In other places, spells persist past
the instant of their casting and start behaving as if they
were independent, living creatures.
A common misunderstanding about the Mournland is
that healing spells refuse to work. The fact is that heal­
ing spells are impeded within the dead-gray mist, and
occasionally in other areas, making it harder for some­
one to cast them effectively. Because so few expeditions
make it far past the mist, the inability to heal is widely
assumed to be a property of the Mournland as a whole.
The Environmental Effects table provides suggestions
for weird magic that might pervade a small or large area
of the Mournland. Effects might shift from day to day or
even hour to hour.

CHAPTER (^4) I BUILDING EBERRON ADVENTURES
ENVIR ONMENTA L EFFECTS
d8 Effect
Healing spells are impeded here. Any spell that re·
stores hit points does so as if it were cast at a level
one lower than the spell slot expended. A spell cast
using a 1st-level slot restores no hit points.
2 A character who casts a spell must make a Constitu­
tion saving throw against the character's own spell
save DC. On a failed save, the character takes psychic
damage equal to the spell's level and gains one level
of exhaustion.
3 Any Medium humanoid that dies in the area reani·
mates as a zombie at the start of its next turn. The
zombie is under the DM's control.
4 The area is affected by a silence spell.
5 Each creature that enters the area is affected by an
enlarge/reduce spell, with an equal chance for each ef­
fect. The effect lasts until the creature leaves the area.
6 The pull of gravity is lessened. Creatures can jump
twice the normal distance in any direction, and every·
thing effectively weighs half its actual weight.
7 All creatures are linked to every other creature in the
area as if by the telepathy spell.
8 A creature that casts a spell of l st level or higher in
the area rolls on the Wild Magic Surge table in chap­
ter 3 of the Player's Handbook.
SITES AND RUINS
Of all the bizarre and horrific spectacles of the Mourn­
land, perhaps the greatest tragedy is represented by
the ruins of the once-glittering cities of Cyre. Some
have been reduced to rubble, while others are eerily
preserved, devoid of life but otherwise unharmed. In
some of them, treasures left behind by the former inhab­
itants await discovery, and many people across Khor­
vaire are eager to get their hands on such spoils for a
wide variety of reasons.
BATTLEFIELDS AND THE FIELD OF RUINS
Cyre was the site of incessant battles during the Last
War, from the first extended campaign-the siege of
Eston in 895 YK-to the running battle on the Saerun
Road that was cut short when the Mourning occurred.
Battlefields across the Mournland, both ancient and
recent, stand like open graves as evidence of the horrors
of the war. In some places, armies that were fighting on
the Day of Mourning became stone statues anchored in
position. Others were crystallized or reduced to ash.
On the Field of Ruins-around the Saerun Road in the
southwest part of the Mournland, where allied forces
of Thrane and Breland battled an outnumbered Cyran
army on the Day of Mourning-the fallen soldiers are
preserved just as they fell, with no sign of rot or decay.
Thousands upon thousands of corpses lie scattered
across the field, facedown in the dirt or staring lifelessly
at the gray sky. Even seasoned bands of treasure hunt­
ers are loath to enter the Field of Ruins.

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