Eberron - Rising from the Last War

(Joyce) #1
Karrnathi Undead Soldier

Undead soldiers form the elite core of the army of Karr­
nath. Fearless and tireless, they are a terrifying sight on
the battlefield. With the end of the Last War, most Kar­
rnathi undead have been sealed in vaults below the city
of Atur. However, the Karrnathi army keeps numerous
undead in its service, while others have been comman­
deered by the malevolent Order of the Emerald Claw.
The Odakyr Rites. The nation of Karrnath has a
proud martial heritage, and its soldiers are unmatched
in discipline. But in the early years of the Last War,
Karrnath was crippled by famine and plague. In desper­
ation, King Kaius I embraced the Blood of Vol, whose
priests bolstered the armies of Karrnath with undead.
Initially, those skeletons and zombies required con­
stant control and served as cannon fodder. Over de­
cades, a high priest named Malevanor worked with the
necromancers of the Blood of Vol to develop the Odakyr
Rites, which grant Karrnathi undead the ability to make
tactical decisions and operate without direct guidance.
The Odakyr Rites work only when performed on the
remains of a soldier slain in battle, and only in manifest
zones tied to the plane of Mabar. The most significant
such zones in Karrnath exist in the cities of Atur and
Odakyr (now called Fort Bones). The number of Karr­
nathi undead soldiers steadily increased over the course
of the war, with the losses of Karrnath's living troops
offset by the recovery and raising of their remains.
Malevanor claimed that Karrnathi undead are ani­
mated and granted intelligence by the patriotic spirit of
Karrnath. However, many Karrns fear that the undead
are vessels for a darker power-and that Lady Illmarrow
or someone else will turn the undead against the living.
Intelligent and Inhuman. Karrnathi undead bear
little resemblance to the people they were in life. These
undead are content to stand motionless and silent for
days. They show no emotion, and certainly no mercy or


KARRNATHI UNDEAD SOLDIER
Medium undead, lawfu l evil


Armor Class 17 (half plate)
Hit Points 52 (7d8 + 21)
Speed 30 ft.


STR
16 (+3)

DEX
14 (+2)

CON
16 (+3)

Skills Athletics +5, Perception +3
Damage Resistances cold, poison


INT
12 (+l)

WIS
13 (+l)

Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 3 (700 XP)


CHA
5 (-3)

Pack Tactics. The soldier has advantage on an attack roll
against a creature if at least one of the soldier's allies is within
5 feet of the creature and the ally isn't incapacitated.





compassion. Undead soldiers kill any opposing forces­
including civilians among those forces-unless given
explicit instructions to the contrary.
A few exceptional Karrnathi undead retain their indi­
viduality and the memories of their former lives. Such
undead are often found as champions of the Blood of Vol
or agents of the Order of the Emerald Claw.
Undead Nature. A Karrnathi undead soldier doesn't
require air, food, drink, or sleep.

Undead Fortitude. If damage reduces the soldier to 0 hit
points, it must make a Constitution saving throw with a DC
of 5 +the damage taken, unless the damage is radiant or
from a critical hit. On a success, the soldier drops to 1 hit
point instead.

ACTIONS
Multiattack. The soldier attacks three times with one of
its weapons.
Longsword. Melee We apon Attack: +5 to hit, reach 5 ft., one tar­
get. Hit: 7 (ld8 + 3) slashing damage, or 8 (ldlO + 3) slashing
damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 15 0/600 ft.,
one target. Hit: 6 (ld8 + 2) piercing damage.

REACTIONS
Parry. The soldier adds 3 to its AC against one melee attack
that would hit it. To do so, the soldier must see the attacker
and be wielding a melee weapon.

CHAPTER 6 I FRIENDS AND FOES
295
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