Eberron - Rising from the Last War

(Jeff_L) #1
Generic NPCs

Wherever you go in Eberron, you're likely to meet one
or more of the folk detailed in this section. Presented in
alphabetical order, these generic NPCs are ready for you
to customize with personality traits and the like.

Bone Knight

Bone knights are the champions of the Order of the Em­
erald Claw. Clad in distinctive bonecraft armor-heavy
armor adorned with the bones of fallen enemies-these
fe arsome warriors command squads of undead soldiers
as they pursue the sinister goals of Lady Illmarrow.
Karrnathi Patriots. Early in the Last War, Karrnath
turned to the necromancers of the Blood of Vol to bol­
ster the nation's army with undead forces. The skeletons
and zombies created by the necromancers were mind­
less creatures that required guidance. The first bone
knights were appointed to provide this control.
Devoted paladins of the Blood of Vol were fused into
suits of bonecraft armor, whose magic focused their di­
vine gifts, allowing them to command units of mindless
undead. Bonecraft armor can't be removed without kill­
ing the knight who wears it, and when donning it, each
bone knight understood that their former life was over.
The Fall of the Emerald Claw. During the Last War,
many bone knights took service with the Order of the
Emerald Claw, helping that name strike fear into the en­
emies of Karma th. In the last decade, King Kai us III of
Karrnath has done much to ensure a peaceful end to the
Last War. Under the terms of the Treaty of Thronehold,
Kai us sealed most of Karrnath's undead in deep vaults,
and the Order of the Emerald Claw was disbanded. A
few bone knights remained in service to the crown, but
most were cast aside-still bound to their bonecraft ar­
mor and still convinced of Karrnathi supremacy. These
bone knights felt that Kaius had betrayed both them and
their nation, leading their once-proud order to find a
new purpose in the service of Lady Illmarrow.

BONE KNIGHT
Medium humanoid (any race), any non-good alignment

Armor Class 20 (bonecraft armor)
Hit Points 84 (l 3d8 + 26)
Speed 30 ft.


STR
18 (+4)

DEX
13 (+l)

CON
14 (+2)

Saving Throws Wis +5, Cha +6

INT
12 (+l)

WIS
14 (+2)

Skills Athletics +7, Deception +6, Intimidation +6
Damage Resistances necrotic, poison
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 5 (1,8 00 XP)


CHA
16 (+3)

Commander of Bones. As a bonus action, the knight can target
one skeleton or zombie it can see within 30 feet of it. The tar­
get must make a DC 14 Wisdom saving throw. On a failed save,
the target must obey the knight's commands until the knight


CHAPTER 6 I FRIENDS AND FOES


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dies or until the knight releases it as a bonus action. The knight
can command up to twelve undead at a time this way.

Master of the Pallid Banner. While within 60 feet of the knight,
any undead ally of the knight has advantage on saving throws
against any effect that turns undead.
Spellcasting. The knight is an 8th-level spellcaster. Its spellcast­
ing ability is Charisma (spell save DC 14, +6 to hit with spell
attacks). It has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, hellish rebuke,
wrathfu l smite
2nd level (3 slots): branding smite, crown of madness, darkness,
find steed, magic weapon

ACTIONS
Multiattack. The knight attacks twice with one of its weapons.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.

Longbow. Ranged We apon Attack: +4 to hit, range 15 0/600 ft.,
one target. Hit: 5 (ld8 + 1) piercing damage.
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