B
THE L O R D OF L A D E S
The Lord of Blades is a warforged warlord who has bro
ken all ties with his former masters. He has established
a nation for his people deep in the Mournland, centered
in a great fortress where warforged from all over Khor
vaire can come and feel a sense of belonging. No one
knows what the Lord of Blades plans for his followers,
but many fear that he intends to build a legion of war
forged zealots, primed to march from the Mournland to
unleash destruction on their former masters.
Some tales assert that the Lord of Blades led the
warforged armies of Cyre in the Last War. Others cast
him as a newer warforged, perhaps the last to come out
of the Cannith creation forges before the Thronehold
Accords led to their dismantling. One story claims the
Lord of Blades caused the destruction of Cyre and
warns that he plans to repeat the Day of Mourning in
each of the remaining Five Nations. Whatever the truth,
he has become a beacon for warforged everywhere.
W a rforged N a ture. The Lord of Blades doesn't re
quire air, food, drink, or sleep.
2nd level (3 slots): blur, heat metal, scorching ray, see invisibility
3rd level (3 slots): dispel magic, fly, haste
Medium humanoid (warforged), lawf u l evil
4th level (3 slots): freedom of movement, Mordenkainen's
f a ithf u l hound
Armor Class 19 (natural armor) 5th level (2 slots): animate objects, wall of f o rce
Hit Points 9 5 (23d8 + 92)
1
Speed 40 ft. Warforged Resilience. The Lord of Blades has advantage on
saving throws against being poisoned, is immune to disease,
STR DEX CON INT WIS CHA and magic can't put him to sleep.
20 (+S) 15 (+2) 1 8 (+4) 1 9 (+4) 17 (+3) 1 8 (+4)
ACTI O N S
Saving Throws Str +1 1 , Con +10, I n t +10, Wis +9 Multiattack. The Lord of Blades makes three attacks: two with
Skills Arcana +1 0, Athletics +1 1 , History +1 0, Perception +9 his adamantine sixblade and one with his bladed wings.
Damage Resistances necrotic, poison
Condition Immunities charmed, exhaustion, frightened Adamantine Sixblade. Melee Weapon Attack: + 11 to hit, reach
Senses passive Perception 19 10 ft., one target. Hit: 21 (3dl0 + 5) slashing damage plus 7
Languages Common, Draconic, Dwarvish, Elvish (2d6) force damage.
Challenge 8 (20,000 XP)
1
Bladed Wings. Melee or Ranged Weapon Attack: + 11 to hit,
reach S ft. or range 20/60 ft., one target. Hit: 8 (ld6 + 5) slash
Adamantine Plating. Any critical hit against the Lord of Blades ing damage.
becomes a normal hit.
1
Fire Bolt (Cantrip). Ranged Spell Attack: +1 0 to hit, range 2 0
Bladed Armor. A creature that grapples the Lord of Blades or ft., one target. Hit: 22 (4dl0) fire damage.
is grappled by him takes 13 (3d8) slashing damage. A creature
T
takes 13 (3d8) slashing damage if it starts its turn grappling or LEG E N D A R Y AC I O N S
being grappled by the Lord of Blades. The Lord of Blades can take 3 legendary actions, choosing from
Charge. If the Lord of Blades moves at least 10 feet straight the options below. Only one legendary action option can be
toward a target and then i ts it with his adamantine sixblade used at a time and only at the end of another creature's turn.
h
on the same turn, the target takes an extra 11 (2dl 0) slashing The Lord of Blades regains spent legendary actions at the start
damage. If the target is a creature, it must succeed on a DC of his turn.
1
1 9 Strength saving throw or be pushed up to 0 feet away and Attack. The Lord of Blades makes one weapon attack.
knocked prone. Cantrip. The Lord of Blades casts one of his cantrips.
Cast a Spell (Costs 2 Actions). The Lord of Blades casts a
Spellcasting. The Lord of l ades is a 20th-level spellcaster.
B
His spellcasting ability is Intelligence (spell save DC 8 , spell of 2nd level or lower from his spell list that takes 1 ac
1
tion to cast.
+1 0 to hit with spell attacks). He has the following artificer Blade Dash (Costs 3 Actions). The Lord of Blades moves up to
spells prepared:
his speed without provoking opportunity attacks, then makes
Cantrips (at will):.fire bolt (see "Actions" below), mage hand, one attack with his adamantine sixblade. He can make one
mending, prestidigitation bladed wings attack against each creature he moves past.
1 s t level (4 slots): expeditious retreat, sanctuary, thunderwave
CHAPTER 6 I FRIENDS AND FOES
300
MORDAKHESH
Medium.fiend, lawful evil
Armor Class 18 (plate)
Hit Points 170 (20d8 + 80)
Speed 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 15 (+2) 17 (+3) 20 (+5)
Saving Throws Str + 10, Con +9, Wis +8, Cha + 10
Skills Athletics +10, Insight +8, Perception +8, Persuasion +10
Damage Vulnerabilities piercing from magic weapons wielded
by good creatures
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 18
Languages Common, Infernal
Challenge 15 (13,000 XP)
Innate Spellcasting Mordakhesh's spellcasting ability is Cha
risma (spell save DC 18, +10 to hit with spell attacks). Mor
dakhesh can innately cast the following spells, requiring no
material components:
At will: chromatic orb (see "Actions" below), detect thoughts,
disguise self
1/day each: banishing smite, destructive wave, fly, mass sugges-
tion, staggering smite, suggestion, true seeing
Limited Magic Immunity. Mordakhesh can't be affected or
detected by spells of 6th level or lower unless he wishes to be.
Mordakhesh has advantage on saving throws against all other
spells and magical effects.
ACTIONS
Multiattack. Mordakhesh makes three greatsword attacks.
MORDAKHESH
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage plus 5 (ldlO) In the age when fiends and dragons waged war across
force damage. Eberron, rakshasas served the fiendish lords as strate
gists and generals. A rakshasa named Mordakhesh rose
Chromatic Orb. Ranged Spell Attack: +10 to hit, range 120 ft.,
one creature. Hit: 13 (3d8) damage of a type chosen by Morda up through the ranks to become one of the greatest com
khesh: acid, cold, fire, lightning, poison, or thunder. manders of his age, and a dragon-slaying specialist. For
this, he earned the nickname Shadowsword, along with
LEGENDARY ACTIONS a legendary reputation for leaving death in his wake.
Mordakhesh serves as the prakhutu or "speaker" of
Mordakhesh can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used his imprisoned master, Rak Tulkhesh, and he seeks to
at a time and only at the end of another creature's turn. Morda free his lord by bathing the world in blood. Like a spider
khesh regains spent legendary actions at the start of his turn. with multiple webs, he has agents and pawns (which he
calls his "claws") established in armies across Khor
Attack. Mordakhesh makes one weapon attack or casts vaire. The most significant of those is the barbarian
chromatic orb. horde he amasses in the Demon Wastes-warriors who
Chromatic Resistance. Modakhesh gains resistance to one threaten to sweep into .Aundair on a tide of blood.
damage type of his choice-acid, cold, fire, lightning, poison,
or thunder-until the start of his next turn. Many of the horrors of the Last War were instigated
Warlord's Command (Costs 2 Actions). Mordakhesh targets up or at least encouraged-by Mordakhesh's operatives, and
to two allies that he can see within 30 feet of him. If a target his claws are known to have perpetrated some of the
can see and hear him, the target can make one weapon attack most brutal massacres of that conflict. No one knows
as a reaction and gains advantage on the attack roll. how far the Shadowsword's reach extends, or which
commanders in the armies of Khorvaire serve him.
CHAPTER 6 I FRIENDS AND FOES
3or
O V E R L O R D S RAK T U L K H E S H
i
o
In the first days of the world, the children of Khyber rose Called the Rage f War, Rak Tulkhesh s the incarnation
from the darkness to reign over Eberron. The greatest of impulses that drives many mortals to battle. Fear,
among them were the overlords, who held dominion greed, hatred-these are seeds that the Rage of War
over a world of fear, war, and death until the children of sows in the hopes of producing a bloody harvest.
Eberron and Siberys rose up against them. Armies of Rak Tulkhesh typically takes the form of a vaguely
dragons fought against the fiends of Khyber. And though draconic creature twisted by demonic rage. Covered
the overlords couldn't be destroyed, the couatl sacrificed in iron spikes protruding from his bleeding flesh, this
their lives to build a prison of celestial light: a silver overlord looms fifteen feet high at the shoulders, and his
flame that bound the overlords in Khyber once more. wings span over forty feet. While in combat, Rak Tulk
These bonds have held for countless generations, but hesh roars in rage as new weapons are spawned from
the overlords still yearn to break free and reclaim the his body, called forth by the Rage of War to slaughter all
world above. who dare stand before him.
As long as the overlords are bound by the Silver Khyber Shards. Rak Tulkhesh's soul is divided
Flame, they can't physically manifest in the world. But among a group of Khyber shards spread through the un
each overlord embodies a particular aspect of evil, derworld and is confined to those shards by the light of
which grows in strength as their servants-the fiends the Silver Flame. While shattered and bound, the Rage
known as the Lords of Dust-scheme to unleash their of War can't bring his full power to bear on the world.
ancient masters. The overlords gain strength when mor But he can influence events in the vicinity of any of his
tals embrace the dark paths laid down for them. And as shards, drawing power from acts of violence.
they grow stronger, they gain more influence. The Last War was a boon that allowed Rak Tulkhesh
Some thirty overlords are bound in Khyber. T w o are to darken the hearts of soldiers and civilians alike,
described here: Rak Tulkhesh and Sul Khatesh, both of whose actions then weakened the overlord's bonds to
whom remain imprisoned and can't take physical form. give him even greater sway over the regions surround
The stat blocks provided here reflect the powers they ing his shards. The violence seen in Thaliost and other
would wield if they were ever unleashed upon the world. occupied cities, the hatred against warforged and Cyran
I m mortal N a ture. An overlord doesn't require air, refugees, the calls for a return to war-all these things
food, drink or sleep. It also can't die permanently. Upon bear the mark of Rak Tulkhesh's malign influence.
its death, it reforms elsewhere in the multiverse and be M i nions of Rak T u lkhesh. Any organization that
comes active again at a time set by the DM. fosters hatred unwittingly serves Rak Tulkhesh, and
countless soldiers in the Five Nations are devoted to
C H APTER 6 I FRIENDS AND FOES
302
the Rage of War. Many of the Carrion Tribes of the De forces they are dealing with, or recognize the danger
mon Wastes likewise serve Rak Tulkhesh and yearn to inherent in her gifts.
carry his bloody banner into the soft lands of the south. T h e Queen of Shadows. An entity of shadow, Sul
The minotaurs of Droaam revere Rak Tulkhesh as the Khatesh can assume any form. Her favored shape is
Horned Prince. But the most powerful of the overlord's a twelve-foot-tall humanoid figure draped in a flow
follower's is the rakshasa Mordakhesh the Shadow ing, hooded robe formed of swirling mist and cling
sword-Rak Tulkhesh's exarch among the Lords of ing shadow.
Dust, who commands a host of fiends exerting the over M i n ions. Most of Sul Khatesh's followers are wizards
lord's will across Khorvaire. and warlocks, and she is one of the primary patrons for
warlocks in Khorvaire. Covens devoted to the Queen of
T
SUL KHA E S H Shadows use dark magic and fear to dominate whole
communities, while isolated warlocks make pacts with
o
Sul Khatesh s known s the Keeper f Secrets and the
i
a
Queen of Shadows. She embodies the fears and super Sul Khatesh to pursue power and revenge. By sharing
stitions surrounding magic, from malevolent warlocks her power in this way, the overlord perpetuates the im
to mad wizards, from deadly curses to magical power age of the evil warlock, inciting fear that strengthens the
that draws those who wield it deeper into darkness. Keeper of Secrets even more.
Sul Khatesh is subtler than the Rage of War. She em Sul Khatesh's chief agent among the Lords of Dust
powers warlocks and whispers secrets into the minds of is the rakshasa Hektula, who serves as the librarian in
wizards and artificers, helping them master spells and the demonic citadel of Ashtakala. Known as the First
create relics they could never shape on their own. But Scribe, Hektula presides over an immense trove of ar
few of those inspired by Sul Khatesh understand what cane knowledge and artifacts.
RAK TuLKHESH ACTIO N S
Huge fiend, neutral evil Multiattack_ Rak Tulkhesh makes four weapon attacks.
Armor Class 23 (natural armor; 25 versus ranged attacks) Spawned Melee Weapon. Melee Weapon Attack: +1 7 to hit,
Hit Points 478 (33d12 + 264) reach 10 ft., one target. Hit: 28 (3dl2 + 9) force damage.
Speed 40 ft., cli m b 40 ft., fly 80 ft.
Spawned Ranged Weapon. Ranged Weapon Attack: +1 2 to hit,
range 5 0/600 ft., one target. Hit: 7 (3d8 + 4) force damage.
1
1
STR DEX CON INT WIS CHA
29 (+9) 1 9 (+4) 27 (+8) 21 (+5) 22 (+6) 26 (+8) Change Shape. Rak Tul k hesh magically polymorphs into a hu
manoid, beast, or giant that has a challenge rating no higher
Saving Throws Str +17, Con +1 6, Wis +14, Cha +16 than his own, or back into his true form. He reverts to his true
Skills Athletics +17, Intimidation +16, Perception +14 form if he dies. Any equipment he is wearing or carrying is ab
Damage Resistances cold, fire, lightning sorbed or borne by the new form (his choice).
Damage Immunities poison; bludgeoning, piercing, and In a new form, Rak Tulkhesh retains his alignment, hit points,
slashing from nonmagical attacks Hit Dice, ability to speak, proficiencies, Legendary Resistance,
Condition Immunities charmed, exhaustion, frightened, and Intelligence, Wisdom, and Charisma scores, as well as this
paralyzed, poisoned, stunned action. His statistics and capabilities are otherwise replaced by
Senses truesight 2 0 ft., passive Perception 24 those of the new form, except any class features or legendary
1
Languages all, telepathy 2 0 ft. actions of that form.
1
Challenge 28 (120,000 XP)
LEG E N D A R Y ACTIO N S
1
Deadly Critical. Rak Tulkhesh scores a critical hit on a roll of 9 Rak Tul k hesh can take 3 legendary actions, choosing from
d
or 0 and rolls the damage i ce three times, instead of twice. the options below. Only one legendary action option can be
2
used at a time and only at the end of another creature's turn.
Innate Spe/lcasting. Rak Tulkhesh's spellcasting ability is Cha
risma (spell save DC 24). He can n nately cast the fo l owing Rak Tulkhesh regains spent legendary actions at the start
l
i
spells, requiring no material components: of his turn.
Attack. Rak Tulkhesh makes one weapon attack.
m
At will: detect thoughts, dispel a gic, spirit guardians
l/day each: banishing smite, blinding smite, staggering smite End Magic (Costs 2 Actions). Rak Tulkhesh casts dispel magic.
Provoke Rage (Costs 3 Actions). Each creature within 60 feet of
Legendary Resistance (3/Day). If Rak Tulkhesh fails a saving Rak Tulkhesh u st succeed on a DC 24 Wisdom saving throw
m
throw, he can choose to succeed instead. or use its reaction to make a melee weapon attack against
a random creature within reach. If no creatures are within
Magic Resistance- Rak Tulkhesh has advantage on saving reach, it makes a ranged weapon attack against a random
throws against spells and other magical effects. creature within range, throwing its weapon if necessary. This
Whirlwind o f Weapons_ A magical aura of weapons sur attack is made with advantage and gains a +4 bonus to the
rounds Rak Tulkhesh in a 1 0 foot radius. At the start of each damage roll.
of his turns, any other creature in the aura takes 14 (4d6)
force damage.
C H APTER 6 I FRIENDS AND FOES
Legendary Resistance (3/Day). If Sul Khatesh fails a saving
throw, she can choose to succeed instead.
Magic Resistance_ Sul Khatesh has advantage on saving throws
against spells and other magical effects.
Master o f Magic. Sul Khatesh has advantage on Constitution
saving throws to maintain concentration.
ACTI O N S
u
S
Multiattack. u l Khatesh makes fo r attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +1 8 to hit, range 2 0 ft., one
1
1
target. Hit: 15 (1dl0 + 0 ) force damage.
Magic Staff. Melee Weapon Attack: +1 2 to hit, reach 5 ft., one
target. Hit: 36 (5dl 2 + 4) force damage.
Arcane Cataclysm (Recharges a f t er a Long Rest). Sul Khatesh
conjures orbs of magical energy that plummet to the ground
at three different points she can see within 1 mile of her. Each
creature in a 40-foot-radius sphere centered on each point
must make a DC 26 Dexterity saving throw, taking 71 ( l l d l 2 )
force damage on a failed save or half as much damage on a
successful one. A creature in the area of more than one arcane
burst is affected only once. The area of each arcane burst then
acts as an anti magic field for 1 hour. Sul Khatesh and spells she
casts are unaffected by these fields.
Change Shape. Sul Khatesh magically polymorphs into a hu
manoid, beast, or giant that has a challenge rating no higher
than her own, or back into her true form. She reverts to her true
form if she dies. Any equipment she is wearing or carrying is
Large fiend, lawf u l evil absorbed or borne by the new form (Sul Khatesh's choice).
In a new form, Sul Khatesh retains her alignment, hit points,
Armor Class 22 (natural armor) H i t Dice, ability to speak, proficiencies, Legendary Resistance,
Hit Points 475 (50dl0 + 200) and Intelligence, Wisdom, and Charisma scores, as well as this
Speed 40 ft., fly 40 ft. (hover) action. Her statistics and capabilities are otherwise replaced by
those of the new form, except any class features or legendary
STR DEX CON INT WIS CHA actions of that form.
18 (+4) 21 (+5) 19 (+4) 30 (+10) 22 (+6) 25 (+7)
LEG E N DARY AC I O N S
T
Saving Throws Con +12, Int +18, Wis +14, Cha +1 5 S u l Khatesh can take 3 legendary actions, choosing from
Skills Arcana +18, History +1 8, n sight +14, Religion +1 8
I
fi
Damage Resistances cold, r e, lightning the options below. Only one legendary action option can
be used at a time and only at the end of another creature's
Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical attacks turn. Sul Khatesh regains spent legendary actions at the start
Condition Immunities charmed, exhaustion, frightened, of her turn.
paralyzed, petrified, poisoned Attack. Sul Khatesh makes two attacks with her Arcane Blast or
Senses truesight 1 2 0 ft., passive Perception 1 6 one attack with her magic staff.
1
Languages all, telepathy 5 0 ft. Consume Magic (Costs 2 Actions). Sul Khatesh targets a crea
Challenge 28 (1 20,000 XP) ture within 120 feet of her who is concentrating on a spell.
m
The target u st succeed on a DC 26 Constitution saving
Innate Spellcasting. Sul Khatesh's spellcasting ability is Intel throw or its concentration is broken on the spell, and Sul
Khatesh gains 5 temporary hit points per level of that spell.
ligence (spell save DC 26, +1 8 to hit with spell attacks). She Maddening Secrets (Costs 3 Actions). Sul Khatesh whispers an
can innately cast the following spells, requiring no material
components: arcane secret into the mind of a creature she can see within
60 feet of her. The target must succeed on a DC 26 Wisdom
At will: wunterspell, detect magic, detect thoughts, dispel magic, saving throw or expend one of its spell slots of 3rd level
eyebite,fireball, lightning bolt, shield or lower and deal 26 (4dl2) force damage to each creature
3/day each: chain lightning, create undead, dream, hold monster, within 30 feet of it. A creature that fails the saving throw but
mass suggestion, scrying can't expend a spell slot is instead stunned u n til the end of
1 /day each: f o resight, gate, power word kill, teleport its next turn.
C H APTER 6 I FRIENDS AND FOES
HASHALAQ Q U ORI
Medium aberration, law u l evil
f
1
Armor Class 7 (natural armor)
Hit Points 99 (l8d8 + 18)
Speed 40 ft.
STR DEX CON INT WIS CHA
1 2 (+l) 14 (+2) 1 3 (+l) 1 8 (+4) 1 6 (+3) 18 (+4)
Saving Throws Wis +7, Cha +8
1
I
1
Skills Arcana + 2 , H i s tory + 12, n sight + 1 , Persuasion +8
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 3
1
Languages Common, Quori
Challenge 9 (5,000 XP)
Innate Spellcasting (Psionics). The quori's spellcasting ability is
l
I n te l igence (spell save DC 6 ). It can innately cast the following
1
spells, requiring no components:
At will: charm person Q U O RI
3/day each: detect thoughts, disguise self, suggestion
l/day: dominate person, dream Dal Quor is the plane of dreams and is currently dom
inated by a dark power known as il-Lashtavar, or the
ACTI O N S
Dreaming Dark. 11-Lashtavar is served by a host of aber
Multiattack. The u ori uses its M i nd Thrust twice. rations that are the embodiments of dreams and night
q
mares-the quori. Because it is difficult for anything to
Idyllic Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one tar
get. Hit: 9 (l dl 0 + 4) force damage. If the target is a creature, it physically travel to or from Dal Quor, quori in Eberron
1
must succeed on a DC 6 Wisdom saving throw or fall prone in are typically encountered while possessing a host body.
a fit of laughter. The Inspired are the most common type of willing host
for the quori and are described earlier in this chapter.
Mind Thrust. The quori targets a creature it can see within 60
1
feet of it. The target must make a DC 6 Wisdom saving throw, HASHALAQ UORI
taking 8 (4d8) psychic damage on a failed save, or half as
1
much damage on a successful one. Hashalaq quori are loremasters and judges, and are
commonly known as dreamstealers. In their natural
Possession (Recharge 6). One humanoid that the quori can see form, hashalaqs are composed of hundreds of translu
within 5 feet of it must succeed on a DC 16 Charisma saving cent tendrils. They can compress and configure these
throw or be possessed by the quori; the quori then disappears, tendrils to form a wide range of simple shapes. A point
and the target is incapacitated and loses control of its body. The of blue light suspended within its tendrils serves as the
quori now controls the body but doesn't deprive the target of hashalaq's sensory organ, which can be moved around
awareness. The quori can't be targeted by any attack, spell, or to suit the creature's current shape.
other effect, and it retains its alignment, Intelligence, Wisdom, T h e Power of Pleasure. Hashalaq quori have stud
Charisma, and immunity to being charmed and frightened. It
otherwise uses the possessed target's statistics, but doesn't gain ied their mortal prey for centuries. Inhabiting human
access to the target's knowledge, class features, or proficiencies. bodies as Inspired has granted the hashalaq a deep
The possession lasts until the body drops to 0 hit points, the understanding of the hedonistic urges of humanity. As
quori ends it as a bonus action, or the quori is forced out by an a result, they have developed numerous ways to control
effect like the dispel evil and good spell. When the possession humanoids through pleasure-even as they have devel
ends, the quori reappears in an unoccupied space within 5 feet oped a taste for such things themselves.
q
of the body. The target is immune to this u ori's Possession for T h e Learned of Dal Quor. Hashalaq quori are the
24 hours after succeeding on the saving throw or after the pos loremasters of Dal Quor. Even those hashalaqs who
session ends. don't make use of Inspired vessels dedicate themselves
to studying Eberron aml the planes, and they are among
R E A CTIO N S the few quori castes whose members understand the
Empathic Feedback. When the quori takes damage from a crea ways of magic. In Dal Quor, the hashalaq quori are typ
ture it can see within 60 feet of it, the quori can force that crea ically found as advisors to the kalaraq. They also serve
ture to succeed on a DC 16 Intelligence saving throw or take 1 as judges, policing the quori and ensuring that the rival
1
l
(2d 0 ) psychic damage. ries of the tsucora never threaten the greater plans of
the Dreaming Dark.
CHAPTER 6 I FRIENDS AND FOES
KALARAQ UORI
The most powerful quori are the kalaraqs, also known
as eyebinders-entities formed of pure shadow that is
outlined by a nimbus of energy. A host of disembodied
eyes whirl around a kalaraq, each reflecting a conscious
ness the creature has consumed.
Kalaraq quori guide the quori race, and the Devourer
of Dreams-the personal emissary of the Dreaming
Dark-is of this order. Although the kalaraqs never fight
one another overtly, each has its own agenda, and each
hopes to someday seize the throne of the Devourer of
Dreams. Because of this internal conflict, it is unusual
for a kalaraq to leave Dal Quor to inhabit a mortal vessel
and become one of the Inspired.
to 0 hit points from this attack i es and has its soul imprisoned
d
in one of the quori's eyes. The target can't be revived by any
means short of a wish spell until the quori is destroyed.
1
Armor Class 8 (natural armor) Mind Seed (1/Day). The quori touches one humanoid, which
1
Hit Points 6 1 (19d8 + 76) must succeed on a DC 21 Intelligence saving throw or be
Speed 30 ft., fly 60 ft. (hover) cursed. The curse lasts until it's removed by a remove curse or
greater restoration spell.
STR DEX CON INT WIS CHA The cursed target suffers l level of exhaustion every 24
1 2 (+1) 21 (+5) 1 8 (+4) 23 (+6) 24 (+7) 25 (+7) hours, and n i shing a long rest doesn't reduce its exhaustion.
fi
If the cursed target reaches exhaustion level 6, it doesn't i e; it
d
Saving Throws Int +1 2, Wis +13, Cha +1 3 instead becomes a thrall under the quori's control, and all its
Skills Deception +1 3, Perception +13, Persuasion +1 3 exhaustion is removed. Only the wish spell can free the thrall
Damage Resistances cold, necrotic, poison, psychic; from this control.
bludgeoning, i ercing, and slashing from nonmagical attacks
p
Condition Immunities blinded, charmed, exhaustion, Swarm of Eyes (Recharge 6). The quori creates a swarm of spec
frightened, grappled, paralyzed, petrified, prone, restrained tral eyes that l ls a 30-foot-radius sphere centered on a point
fi
1
Senses truesight 2 0 ft., passive Perception 23 it can see within 60 feet of it. Each creature in that area u st
m
1
Languages all, telepathy 2 0 ft. make a DC 21 Wisdom saving throw. On a failure, a creature
Challenge 19 (22,000 XP) takes 45 (1 0d8) psychic damage, and it is blinded for l min
ute. On a success, a creature takes half as much damage and
All-Around Vision. The u ori can't be surprised while it isn't isn't blinded. A blinded creature can repeat the saving throw
q
incapacitated. at the end of each of its turns, ending the effect on itself on
a success.
Incorporeal Movement. The quori can move through other
q
creatures and objects as if they were difficult terrain. It takes 5 Possession (Recharge 6). One humanoid that the u ori can see
i
(ld O ) force damage f i t ends its turn inside an object. within 5 feet of it must succeed on a DC 21 Charisma saving
l
throw or be possessed by the quori; the quori then disappears,
q
Innate Spellcasting (Psionics). The u ori's spellcasting ability is and the target is incapacitated and loses control of its body.
Charisma (spell save DC 21 , +1 3 to hit with spell attacks). It can The quori now controls the body but doesn't deprive the target
innately cast the following spells, requiring no components: of awareness. The quori can't be targeted by any attack, spell,
I
At will: arcane eye or other effect, and it retains its alignment, n telligence, Wis·
3/day each: clairvoyance, confusion, dream, eyebite dom, Charisma, and m i munity to being charmed and fright
ened. It otherwise uses the possessed target's statistics, but
Magic Resistance. The quori has advantage on saving throws doesn't gain access to the target's knowledge, class features,
against spells and other magical effects. or proficiencies.
u
The possession lasts n til the body drops to 0 hit points, the
ACT O I N S
quori ends it as a bonus action, or the quori is forced out by an
Multiattack. The quori makes two Soul Binding attacks. Alter effect like the dispel evil and good spell. When the possession
natively, it can make four attacks with Arcane Blast. ends, the quori reappears in an unoccupied space within 5 feet
of the body. The target is immune to this quori's Possession
1
Arcane Blast. Ranged Spell Attack: +1 3 to hit, range 2 0 ft., one for 24 hours after succeeding on the saving throw or after the
target. Hit: 12 (l dl 0 + 7) force damage.
possession ends.
Soul Binding. Melee Spell Attack: + 13 to hit, reach 5 ft., one
l
target. Hit: 29 (4d 0 + 7) necrotic damage. A creature reduced
C H APTER 6 I FRIENDS AND FOES
•••
•
•
•
!SUCORA Q u o_R_I _ _
Tsucora quori are nightmarish creatures. Their head
less torsos are covered with eyes and twitching limbs,
including two massive arms that end in powerful pin
cers, and a serpentine tail tipped with a vicious stinger.
They are cruel and calculating, enjoying the power they
wield over others as they concoct elaborate schemes to
advance their own positions and discredit their rivals.
Relentless Schemers. Constantly jockeying for posi
tion, each tsucora hopes to be reincarnated as a more
powerful servant of the Dreaming Dark. As such, their
plans are as often focused on the ruination of competi
tors as they are on the furthering of il-Lashtavar's plans.
When they aren't serving in the cities of their nightmare
realm, they hunt the dreaming spirits of mortals.
F e armongers. Their ability to manipulate the fears of
mortals sees tsucoras often sent to Eberron as Inspired.
Nothing keeps humanoid chattel in line like fear, and
the tsucoras are the masters of manipulating the un
certainty of mobs and high-ranking officials alike. The
effectiveness of tsucora Inspired keeps the members of
this order in the good graces of the kalaraq quori.
1
TSUCORA Q U ORI (escape DC 4 ) if it is a Large or smaller creature. The quori has
Medium aberration, lawf u l evil two pincers, each of which can grapple one target.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
1
Armor Class 6 (natural armor) Hit: 13 (4d4 + 3) slashing damage.
Hit Points 68 (8d8 + 32)
Stinger. Melee Weapon Attack: +6 to hit, reach 0 ft., one crea
1
Speed 40 ft.
1
ture. Hit: 8 (ldlO + 3) piercing damage plus 0 (3dl 0) psychic
m
STR DEX CON INT WIS CHA damage, and the target u st succeed on a DC 14 Wisdom
q
1 7 (+3) 14 (+2) 18 (+4) 14 (+2) 14 (+2) 1 6 (+3) saving throw or be frightened of the u ori for 1 minute. The tar
get can repeat the saving throw at the end of each of its turns,
Saving Throws Wis +5, Cha +6 ending the effect on itself on a success.
Skills n sight +5, Perception +5
I
Damage Resistances psychic Possession (Recharge 6). One humanoid that the quori can see
Condition Immunities charmed, frightened within 5 feet of it must succeed on a DC 14 Charisma saving
q
Senses darkvision 60 ft., passive Perception 15 throw or be possessed by the u ori; the quori then disappears,
Languages Common, Quori and the target is incapacitated and loses control of its body.
q
Challenge 7 (2,900 XP) The u ori now controls the body but doesn't deprive the target
q
of awareness. The u ori can't be targeted by any attack, spel , l
I
a
or other effect, n d i t retains its alignment, n telligence, Wis
Innate Spellcasting (Psionics). The quori's spellcasting ability is dom, Charisma, and immunity to being charmed and fright
Charisma (spell save DC 14). It can innately cast the following ened. It otherwise uses the possessed target's statistics, but
spells, requiring no co m p onents: doesn't gain access to the target's knowledge, class features,
At will: charm person or proficiencies.
d
l/day:f e ar The possession lasts until the body r ops to 0 hit points, the
q u ori ends it as a bonus action, or the quori is forced out by an
AC I O N S effect like the dispel evil and good spell. When the possession
T
ends, the quori reappears in an unoccupied space within 5 feet
Multiattack. The quori makes three attacks: one pincer attack,
one attack with its claws, and one stinger attack. of the body. The target is immune to this quori's Possession
for 24 hours after succeeding on the saving throw or after the
Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. possession ends.
Hit: 8 (ldlO + 3) bludgeoning damage. The target is grappled
CHAPTER 6 / FRIENDS AND FOES
Large celestial, law u l evil
f
1
Armor Class 8 (natural armor)
Hit Points 142 (l 5d 0 + 60)
l
Speed 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 19 (+4) 1 7 (+3) 20 (+5) 21 (+5)
Saving Throws Wis +9, Cha +9
Skills Deception +9, I n sight +9, Perception +9, Persuasion +9
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 2 0 ft., passive Perception 9
1
1
a
Languages l l , telepathy 2 0 ft.
1
1
Challenge 1 (7,200 XP)
Aura o f False Divinity. A creature that starts its turn with in
m
30 feet of the radiant idol u st make a DC 1 7 Wisdom saving
throw, provided the radiant idol isn't incapacitated. On a failed
save, the creature is charmed by the radiant idol. A creature
charmed in this way can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. Once
it succeeds on the saving throw, a creature is immune to this
radiant idol's Aura of False Divinity for 24 hours.
Innate Spellcasting. The radiant idol's spellcasting ability is
RADIANT D O L Charisma (spell save DC 7 ). The radiant idol can innately cast
I
1
A radiant idol was an angel that was banished from the the following spells, requiring no material components:
celestial realm of Syrania and cast down to the Material At will: charm person, cure wounds, disguise self, thaumaturgy
Plane. One sin led to their fall: the desire to be wor l/day each: commune, dominate person, insect plague, mass sug-
shiped by mortals. Now in the mortal realm, most radi gestion, raise dead
ant idols gather cults of devoted followers. Magic Resistance. The radiant idol has advantage on saving
F a llen Angels. The insatiable hunger to be adored throws against spells and other magical effects.
can transform a fallen angel, physically and mentally.
T
In its true form, a radiant idol appears to be a warped AC I O N S
angel. It might have bloody stumps in place of its wings, Multiattack. The radiant idol makes two melee attacks.
or its wings could be weighted down with chains repre
senting its pride. A radiant idol uses disguise self to hide Flail. Melee Weapon Attack: +1 0 to hit, reach 5 ft., one target.
its corruption, presenting an image of celestial glory. Hit: 10 (ld8 + 6) bludgeoning damage plus 18 (4d8) radi
T h e W e i g ht of Corruption. When a radiant idol ant damage.
achieves a sizable following through silvered words and Radiant Strike (1/Day). The radiant idol chooses a point on the
demonstrations of power, its facade begins to crack, ground it can see within 60 feet of it. A 30-foot-radius, 40-foot
and a downward spiral ensues. As the radiant idol sinks high cylinder of bright light appears there until the start of the
deeper into the realm of material power, it begins twist radiant idol's next turn. Each creature in the cylinder when it
ing its followers, leading them ever deeper into ominous appears or that ends its turn there must make a DC 17 Consti
ritualism, hedonistic folly, and fanatical doom. tution saving throw, taking 36 (8d8) radiant damage on a failed
I m mortal N a ture. A radiant idol doesn't require food, save, or half as much damage on a successful one. \)
drink, or sleep. �
u
C H APTER 6 I FRIENDS AND FOES
308
R A K S H A S A
o
Millions f years before the rise f the humanoid races,
o
the rakshasas of Eberron ruled a civilization that
spanned Khorvaire. Masters of combat, the rakshasas
of Eberron wield their weapons with demonic fury, rush
ing into battle seeking vengeance against those who
bound their fiendish masters.
Rakshasas are described in the Monster M a nual. A
martial variant-the zakya rakshasa-is presented here.
ZAKYA RAKSHASA
Zakya rakshasas are the bloodthirsty foot soldiers of
the rakshasa horde. They are driven to free their fiend
ish rulers, seeking vengeance against the dragons and
those who revere the couatls. Unlike other rakshasas
with their luxurious robes and fineries, zakya rakshasas
are almost always clad in battle gear: well-worn scale
mail, a razor-sharp longsword, and a heavy shield bear
ing the emblem of their demonic master.
ZAKYA RAKSHASA Limited Magic Immunity. The rakshasa can't be affected or
1
Medium fiend, lawf u l e�il detected by spells of s t level or lower unless it wishes to be.
It has advantage on saving throws against all other spells and
magical effects.
Armor Class 18 (scale mail, shield)
Hit Points 59 (7d8 + 28) Magic Weapons. The rakshasa's weapon attacks are magical.
Speed 30 ft.
Martial Prowess (1/Turn). When the rakshasa hits a creature
STR DEX CON INT WIS CHA with a me lee weapon attack, the attack deals an extra 11 (2dl 0)
1 8 (+4) 1 4 (+2) 1 8 (+4) 1 2 (+1) 13 (+1) 11 (+O) damage of the weapon's type, and the creature must make a
DC 1 5 Strength saving throw. On a failure, the rakshasa can
Skills Athletics +7, Perception +4 push the creature up to 10 feet away from it, knock the creature
Damage Vulnerabilities piercing from magic weapons wielded prone, or make the creature drop one item it is holding of the
by good creatures rakshasa's choice.
Damage Resistances bludgeoning, piercing, and slashing from
T
nonmagical attacks AC I O N S
Senses darkvision 60 ft., passive Perception 14 Multiattack. The rakshasa makes three melee weapon attacks.
I
Languages Common, n fernal
Challenge 5 (1,800 XP) Alternatively, it can make two ranged attacks with its javelins.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar
get. Hit: 8 (ld8 + 4) slashing damage, or 9 (ldlO + 4) slashing
Innate Spellcasting. The rakshasa's innate spellcasting ability is damage if used with two hands.
Charisma (spell save DC 1 ) . The rakshasa can innately cast the
1
following spells, requiring no material components: javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 7 (ld6 + 4) piercing damage.
At will: detect thoughts, disguise self
1/day: shield
C H APTER 6 I FRIENDS AND FOES
UND I N G
Y
The undying are undead creatures sustained by positive
energy or the devotion of morta ' beings. Where strong
l
negative emotions can trap a spirit as a ghost or wraith,
the undying are spirits who linger because they are
cherished and who in turn seek to protect and guide the
people of their community.
Though it's possible for undying to appear anywhere,
it is rare for them to manifest naturally. The only place
where they are found in significant numbers is the is
land of Aerenal, a land whose close ties to the plane of
Irian suffuse it with positive energy. The elves of Aere
nal spent thousands of years working to develop rituals
that tap into this energy, allowing them to preserve their
greatest citizens as undying.
T h e F a ce of Death. The light of Irian sustains the
spirit, but it doesn't preserve the physical body. The
undying appear as desiccated corpses, their flesh with
ering away over centuries. At the same time, the spirit of
the undying surrounds the body-an aura of light form
ing a spectral shadow of the soul. The light shed by an
undying doesn't generate heat, but it provides a sense of
warmth and comfort.
The most powerful of the undying can separate their
spirits from their physical forms, existing as beings of
pure light. This state is the ultimate goal of the elves
of Aerenal, and such beings are known as ascendant
councilors.
Bound b y Love and Light. Undying are sustained by
positive energy, whether found in manifest zones tied
to Irian-such as in Shae Mordai, the Aereni City of the
Dead-or freely given by the devotion of mortal beings.
The worship of the Undying Court is what sustains the
undying of Aerenal, but devotion is a finite resource. As UNDYING SOLDIER
such, each elf that becomes an undying must earn their
afterlife. If an undying elf leaves Aerenal, they require a
community of elves or another source of positive energy
to sustain them. Failing this, their light fades and they
eventually die. UNDYING O U N C I L OR
C
T h e U n dying Court. The honored undead of Aerenal
are united in the Undying Court. Based in the city of Undying councilors guide and protect the people of Aer
Shae Mordai, the members of the Undying Court spend enal. They are the most powerful members of the Undy
their time meditating, engaging in research, or continu ing Court who still maintain their physical forms. While
ing to perfect the arts they practiced in life. They serve many undying councilors spend their days advising the
as guides and advisors to the living, and members of the living, some devote years projecting their consciousness
noble lines of Aerenal can exercise the rite of counsel to into the Astral Plane, seeking new knowledge to share
consult with ancestors in Shae Mordai. with their people. Still, not all minds are capable of
The greatest members of the Undying Court are the assimilating immortality, and undying councilors some
ascendant councilors. These beings of pure light are times buckle under the strain and go mad.
focused on contemplating the mysteries of life and the UNDY N G S O L D I E R
I
planes, and can work together to wield godlike power
u
o
that allows them to shield Aerenal from almost any Undying soldiers make p the army f Aerenal's City of
threat. However, the ascendant councilors can exercise the Dead. They guard the temples of the Undying Court
power beyond Aerenal only by acting through devoted and the mansions of the noble lines of Aerenal, and
mortals-paladins and clerics of the Undying Court. Aereni ambassadors are often accompanied by undead
U n dead N a ture. An undying doesn't require air, food, bodyguards. Undying soldiers wear heirloom armor and
drink, or sleep. wield ornate weaponry.
C H APTER 6 I FRIENDS AND FOES
310
UNDYING O UNCILOR 4th level (3 slots): banishment, divination, guardian of f a ith
C
Medium undead, neutral good 5th level (2 slots): dispel evil and good, flame strike (see "Ac
tions" below), scrying
6th level (1 slot):forbiddance, planar ally
1
Armor Class 7 (natural armor) 7th level (1 slot): plane shift
Hit Points 0 4 (1 6d8 + 32)
1
Speed 30 ft. AC I O N S
T
STR DEX CON INT WIS CHA Multiattack. The councilor makes two Radiant Touch attacks.
1 6 (+3) 10 (+O) 14 (+2) 1 7 (+3) 21 (+5) 1 6 (+3)
Radiant Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one
target. Hit: 15 (3d6 + 5) radiant damage.
Saving Throws Con +6, n t +7, Wis +9
I
Skills Arcana +7, History +1 1 , I n sight +9, Perception +9, Healing Touch (3/Day). The councilor touches another crea
Religion +7 ture. The target magically regains 18 (3d8 + 5) hit points and is
Damage Vulnerabilities necrotic freed from one curse afflicting it (councilor's choice).
Damage Immunities poison, radiant
Condition Immunities charmed, exhaustion, frightened, Flame Strike (5th-Level Spell; Requires a Spell Slot). The coun
paralyzed, poisoned cilor chooses a point it can see within 60 feet of it. Each crea
Senses darkvision 2 0 ft., passive perception 9 ture in a 1 0 -foot-radius, 40-foot-high cylinder centered on that
1
1
1
Languages Common, Elvish point must make a DC 7 Dexterity saving throw. A creature
Challenge 10 (5,900 XP) takes 14 (4d6) fire damage and 14 (4d6) radiant damage on
a failed save, or half as much damage on a successful one. If
the councilor casts this spell using a spell slot of 6th level or
Aura o f Radiance. The councilor magically sheds bright light higher, the fire damage or the radiant damage (its choice) in
in a 1 5 -foot radius and dim light for an additional 15 feet. The creases by ld6 for each slot level above 5th.
councilor can extinguish or restore this light as a bonus action.
If the bright light overlaps with an area of darkness created by LE E N D ARY AC I O N S
G
T
a spell of 3rd level or lower, the spell that created that darkness
is dispelled. The councilor can take 2 legendary actions, choosing from
the options below. Only one legendary action option can be
Magic Resistance. The councilor has advantage on saving used at a time and only at the end of another creature's turn.
throws against spells and other magical effects. The councilor regains spent legendary actions at the start
of her turn.
Spellcasting. The councilor is a 1 3 th-level spellcaster. Its spell
1
casting ability is Wisdom (spell save DC 7 , +9 to hit with spell Touch. The councilor makes one attack with its Radiant Touch.
attacks). It has the following cleric spells prepared: Shimmering Aura (Costs 2 Actions). The councilor channels
positive energy into its Aura of Radiance. Until the end of the
Cantrips (at will): guidance, mending, sacred flame, spare the councilor's next turn, it sheds bright light in a 30-foot radius
dying, thaumaturgy and dim light for an additional 30 feet. Any creature that
1 s t level (4 slots): bless, command, create or destroy water starts its turn in the bright light must succeed on a DC 7
1
2nd level (3 slots): augury, calm emotions, hold person Constitution saving throw r be blinded until the end of the
o
3rd level (3 slots): daylight, dispel magic, spirit guardians
councilor's next turn.
S
UNDYING O LDIER Languages Common, Elvish
Medium undead, neutral good Challenge 2 (450 XP)
Armor Class 7 (breastplate, shield) Illumination. The soldier magically sheds bright light in a 10-
1
Hit Points 26 (4d8 + 8) foot radius and dim light for an additional 0 feet. The soldier
1
Speed 30 ft. can extinguish or restore this light as a bonus action.
STR DEX CON INT WIS CHA Turn Resistance. The soldier has advantage on saving throws
1 6 (+3) 12 (+l) 14 (+2) 11 (+O) 1 3 (+l ) 1 4 (+2) against any effect that turns undead.
T
AC I O N S
Skills Athletics +5, History +4, Perception +3, Religion +4
Damage Vulnerabilities necrotic Multiattack. The soldier makes two spear attacks.
Damage Resistances radiant; bludgeoning, piercing, and .
slashing from nonmagical attacks not made with silvered Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
weapons range 20/60 ft ., one target. Hit: 6 (ld6 + 3) piercing damage
Damage Immunities poison or 7 (ld8 + 3) piercing damage if used with two hands to make
Condition Immunities exhaustion, poisoned a me/ee attack, plus 9 (2d8) radiant damage if the target is a
1
Senses darkvision 60 ft., passive Perception 3 fiend or undead.
C H APTER 6 j FRIENDS AND FOES
3II
V A LENAR A N I M A L S
The elves ofValenar say that when their ancestors
fought the giants of Xen'drik, elf druids took the forms
of animals on the battlefield. The cruel and mighty Em
peror Cul'sir of the giants laid a curse upon the druids
and trapped them in the forms of animals.Just as the
ancestors of the Valenar guide their warriors in battle,
the spirits of these druids can awaken power in an ani
mal to create a companion worthy of a champion.
Valenar animals are awakened to advanced intelli
gence and power by the touch of an ancestral spirit.
Traditionally, Valenar animals choose Valenar elves as
companions, reflecting a bond between the ancestors
of elf and animal. To be chosen by a Valenar animal is a
great honor, and any such elf is treated with respect and
reverence. Still, on the rare occasions when a Valenar
animal chooses an adventurer of a different ancestry as
a companion, it is universally accepted.
The Valenar animals presented here-hawk, hound,
and steed-are but examples, for the ancestral spirits
can take on many animal forms.
V A LENAR HOUND
Mediumfey, neutral
V A LENAR HAWK
f
Tiny e y, neutral Armor Class 14 (natural armor)
1
Hit Points 9 (3d8 + 6)
Armor Class 14 Speed 40 ft.
Hit Points 10 (4d4)
Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA
1 7 (+3) 1 5 (+2) 14 (+2) 1 0 (+O) 1 5 (+2) 11 (+O)
STR DEX CON I N T WIS CHA
8 (-1) 18 (+4) 10 (+0) 9 (- ) 1 6 (+3) 11 (+O) Skills Perception +4
1
Senses passive Perception 14
Skills Perception +5 Languages understands Common, Elvish, and Sylvan but can't
1
Senses passive Perception 5 speak
Languages understands Common, Elvish, and Sylvan but can't Challenge 1/2 (100 XP)
speak
Challenge 1/8 (25 XP)
Bonding. The hound can magically bond with one creature it
can see, immediately after spending at least l hour observing
Bonding. The hawk can magically bond with one creature it can that creature while within 30 feet of it. The bond lasts until the
see, immediately after spending at least 1 hour observing that hound bonds with a different creature or until the bonded crea·
creature while within 30 feet of it. The bond lasts until the hawk tu re dies. While bonded, the hound and the bonded creature
bonds with a different creature or until the bonded creature can communicate telepathically with each other at a i stance of
d
dies. While bonded, the hawk and the bonded creature can up to 1 0 0 feet.
communicate telepathically with each other at a distance of up
to 1 0 0 feet. Keen Hearing and Smell. The hound has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Keen Sight. The hawk has advantage on Wisdom (Perception)
T
checks that rely on sight. AC I O N S
h
Bite. Melee Weapon Attack: 5 to i t, reach 5 ft., one target.
+
T
AC I O N S Hit: 6 (ld6 + 3) piercing damage. If the target is a creature,
+
Talons. Melee Weapon Attack: 6 to hit, reach 5 ft., one target. it must succeed on a DC 13 Strength saving throw or be
Hit: 6 ( l d 4 + 4) slashing damage. knocked prone.
C H APTER 6 I FRIENDS AND FOES
V A RIANT: ANCE S TRAL TRAITS
Each Valenar animal can be customized with an ances
tral gift, a supernatural trait granted by its ancestral
spirit. Choose a trait or roll on the Ancestral Traits table
for each Valenar animal.
V A LENAR STEED
A N C ESTRAL TRAITS Large f e y, neutral
d8 Trait Armor Class 13
Bestow Luck (1/Day). As a bonus action, the animal Hit Points 22 (3dl0 + 6)
chooses one creature it can see within 30 feet of it. Speed 60 ft.
The next ability check, attack roll, or saving throw STR DEX CON INT WIS CHA
the target makes in the next hour has advantage.
14 (+2) 16 (+3) 14 (+2) 10 (+O) 15 (+2) 11 (+O)
2 Burst of Speed (Recharge 6). The animal can take the
Dash action as a bonus action. Skills Perception +4
3 Camouflage. The animal has advantage on Dexterity Senses passive Perception 14
Languages understands Common, Elvish, and Sylvan but can't
(Stealth) checks it makes while outdoors.
speak
4 Lie Detector. The animal knows when a creature
Challenge 1/2 (100 XP)
within 15 feet of it tells a lie.
5 Fey Ancestry. The animal has advantage on saving
Bonding. The steed can magically bond with one creature it
throws against being charmed or frightened, and
can see, immediately after spending at least 1 hour observing
magic can't put it to sleep. that creature while within 30 feet of it. The bond lasts until the
6 Fey Step (1/Day). The animal, along with anything it steed bonds with a different creature or until the bonded crea
d
is wearing or carrying, teleports up to 30 feet to an ture i es. While bonded, the steed and the bonded creature can
unoccupied space it can see. communicate telepathically with each other at a distance of up
to 100 feet.
7 Quickness (Recharge 6). The animal can take the
Dodge action as a bonus action. AC I O N S
T
8 Shrouded Step. The animal can't be tracked except
Hooves. Melee Weapon Attack: 5 to hit, reach 5 ft., one target.
+
by magical means, and it leaves behind no tracks or Hit: 10 (2d6 + 3) bludgeoning damage.
other traces of its passage.
CHAPTER 6 I FRIENDS AND FOES
W A R F O R GED C O L O S S U S "Hanamar" (Colossus WX-42) stands at the bottom of
Kraken Bay, near the coast ofVa!enar, buried up to its
I n the final days f the Last War, House Cannith un knees in sand and flooded, but it is otherwise intact.
o
leashed its mightiest creations: the warforged colossi. "Karrnslayer" (Colossus WX-31) lost its legs but
These enormous mechanical warriors thundered across crawls through the Mournland, using its arms to
Cyre, crushing everything in their paths and leaving drag its great bulk across the ground. It is always
ruin behind them. Meant to end the war decisively, the prone and can't use its Stomp action, but makes three
colossi pulverized hundreds of �oldiers beneath their extra turret attacks when it takes the Multiattack ac
feet and incinerated whole legions with beams of fiery tion option.
light that shot from their mouths. This rampage was cut • "Landro" (Colossus WX-33) is partially phased into a
short on the Day of Mourning. The arcane cataclysm mountainside on the border of Cyre and Breland, but
that engulfed Cyre destroyed most of the warforged co still explorable and potentially salvageable.
lossi, causing them to collapse into lifeless heaps. • "Norr" (Colossus WX-5) is slumped amid the ruins of
Colossal Survivors. Some warforged colossi survived Metro!, the former capital of Cyre.
the Day of Mourning more or less intact and are thought • "Tymber" (Colossus WX-12) squats in the Crawling
to only be in stasis, waiting to be awakened. Cannith Swamp, in the northwest corner of the Shadow
artificers are eager to track them down and determine Marches. How it got there, no one knows.
whether they can be awakened or, at the very least,
salvaged for docents and other magic items. Here are H o llow Structure. Although it can operate without a
locations where operational warforged colossi are ru crew, a warforged colossus is built to carry wizards, ar
mored to dwell: tificers, magewrights, and elite troops. For this reason,
these constructs are largely hollow on the inside, with
• "Arkus" (Colossus WX-11) lies prone at the bottom of tunnels, ladders, storage areas, and observation decks .
the Glowing Chasm in the northern part of the Mourn A colossus might be filled with monsters and secrets,
land, with one of its arms torn off. in addition to the corpses of those who died inside it.
• "Artorok" (Colossus WX-73) sits at the bottom of Lake In chapter 4, map 4.8 illustrates an inactive warforged
Cyre amid the scaffolding of a sunken House Cannith colossus, and the text that accompanies it explains how
workshop, flooded but otherwise intact. the colossus might serve as an adventure location.
C
W A RFORGED O LOSSUS AC I O N S
T
Gargantuan construct, unaligned Multiattack. The colossus makes three attacks-one with its
slam and two with its eldritch turrets-and then uses Stomp.
Armor Class 23 (natural armor)
Hit Points 41 0 (20d20 + 200) Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Speed 60 ft. Hit: 29 (3dl2 + 10) bludgeoning damage, and the colossus can
push the target up to 20 feet away from it.
STR DEX CON INT WIS CHA
30 (+10) 11 (+O) 30 (+1 0) 3 (-4) 11 (+O) 8 (-1) Eldritch Turret. Ranged Spell Attack: +18 to hit, range 300 ft.,
1
one target. Hit: 8 (4d8) force damage, and ifthe target is a
creature, it is knocked prone.
Saving Throws Int +4, Wis +8, Cha +7
Damage Immunities necrotic, poison; bludgeoning, piercing, Stomp. The colossus stomps one of its feet at a point on the
and slashing from nonmagical attacks ground within 20 feet of it. Any creature in a 20-foot-radius,
Condition Immunities charmed, exhaustion, frightened, 20-foot-high cylinder centered on this point must succeed on
incapacitated, paralyzed, petrified, poisoned, stunned a DC 26 Dexterity saving throw or take 33 (6dl0) bludgeoning
1
Senses truesight 5 0 ft., passive perception 10 damage and fal l prone. Until the colossus uses its Stomp again
Languages understands Common but can't speak or moves, the creature is restrained. While restrained in this
Challenge 25 (75,000 XP)
way, the creature (or another creature within 5 feet of it) can
use its action to make a DC 26 Strength check. On a success,
Immutable Form. The colossus is immune to any spell or effect the creature relocates to an unoccupied space of its choice
that would alter its form. within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither be
Legendary Resistance (3/Day). If the colossus fails a saving ing worn nor carried, take the same amount of damage if they
throw, it can choose to succeed instead. are in the cylinder (no save).
Magic Resistance. The colossus has advantage on saving Incinerating Beam (Recharge 5-6). The colossus fires a beam
throws against spells and other magical effects. of light in a 1 5 0-foot line that is 10 feet wide. Each creature
in the line must make a DC 26 Dexterity saving throw, taking
Siege Monster. The colossus deals double damage to objects
and structures. 60 (l l d l O ) radiant damage on a failed save, or half as much
damage on a successful one. A creature reduced to 0 hit points
Towering Terror. Any enemy outside the colossus that starts its by this beam is disintegrated, leaving behind anything it was
turn within 30 feet of it must succeed on a DC 26 Wisdom sav· wearing or carrying.
ing throw or be frightened until the start of the enemy's next
turn. If the enemy's saving throw is successful, it is immune to
this colossus's Towering Terror for the next 24 hours.
CHAPTER 6 I FRIENDS AND FOES
W A R F O R GED TITAN
Warforged titans are hulking constructs built to wreak
paths of destruction through enemy armies. Some of
the most feared combatants of the Last War, warforged
titans are barely sentient, with just enough intelligence
to follow commands.
Legacy of Giants. In the Age of Giants, giant artifi
cers built mindless war golems to aid them in their war
against the quori. Millennia later, some of these golems
were unearthed by adventurers searching for the se
crets of that age, then turned over to artificers working
for the dragonmarked houses during the Last War.
House Cannith studied these designs, and in the course
of uncovering the secrets of the golems and the giant ar
tificers who made them, House Cannith created the first
warforged titans.
W A RFORGED TITAN
Huge construct, law u l neutral
f
Armor Class 20 (natural armor)
Hit Points 125 (10dl2 + 60)
Speed 40 ft.
STR DEX CON I N T WIS
23 (+6) 8 (-1) 22 (+6) 3 (-4) 11 (+O)
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages n derstands the languages of its creator but can't
u
speak
Challenge 8 (3,900 XP)
Platforms. The warforged titan has two platforms built into
its chassis. One Medium or smaller creature can ride on each
platform without squeezing. To make a melee attack against a
target within 5 feet of the warforged, they must use spears or
weapons with reach and the target must be Large or larger.
Siege Monster. The warforged titan deals double damage to
objects and structures.
T
AC I O N S
Multiattack. The warforged titan makes one axehand attack
and one hammerfist attack.
Axehand. Melee Weapon Attack: +9 to i t, reach 10 ft., one tar
h
1
get. Hit: 1 9 (3d8 + 6) slashing damage, plus 1 (2dl0) slashing
damage if the target is prone.
Hammer.fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a
creature, it must succeed on a DC 1 7 Strength saving throw or
be knocked prone.
Sweeping Axe (Recharge 6). The warforged titan makes a sweep
� with its axehand, and each creature within 10 feet of it must
0
1
1
6 make a DC 7 Dexterity saving throw. A creature takes 9 (3d8
z
� + 6) slashing damage on a failed save, or half as much damage
w
z on a successful one.
�
GEN E R I C N P C s
. . •·· �
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.
K
BONE N IGHT
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
fearsome warriors command squads of undead soldiers
as they pursue the sinister goals of Lady Illmarrow.
Karrnathi P a triots. 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.
T h e Fall of h e Emerald Claw. During the Last War,
t
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 dies or until the knight releases it as a bonus action. The knight
can command up to twelve undead at a time this way.
Medium humanoid (any race), any non-good alignment
Master o f the Pallid Banner. While within 60 feet of the knight,
Armor Class 20 (bonecraft armor) any undead ally of the knight has advantage on saving throws
Hit Points 84 (l 3d8 + 26) against any effect that turns undead.
Speed 30 ft.
Spellcasting. The knight is an 8th-level spellcaster. Its spellcast
STR DEX CON INT WIS CHA ing ability is Charisma (spell save DC 14, +6 to hit with spell
1 8 (+4) 1 3 (+l) 14 (+2) 1 2 (+l) 14 (+2) 1 6 (+3) attacks). It has the following paladin spells prepared:
1 s t level (4 slots): command, compelled duel, hellish rebuke,
Saving Throws Wis +5, Cha +6 wrathf u l smite
Skills Athletics +7, Deception +6, Intimidation +6 2nd level (3 slots): branding smite, crown o f madness, darkness,
Damage Resistances necrotic, poison find steed, magic weapon
Senses passive Perception 1 2
Languages any one language (usually Common) ACTIO N S
Challenge 5 (1,800 XP)
Multiattack. The knight attacks twice with one of its weapons.
Commander o f Bones. As a bonus action, the knight can target Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
one skeleton or zombie it can see within 30 feet of it. The tar target. Hit: 11 (2d6 + 4) slashing damage.
get u st make a DC 14 Wisdom saving throw. On a failed save, Longbow. Ranged Weapon Attack: +4 to hit, range 5 0/600 ft.,
m
1
the target must obey the knight's commands until the knight one target. Hit: 5 (ld8 + ) piercing damage.
1
C H APTER 6 I FRIENDS AND FOES
C H ANGELING
Changelings are a humanoid race of shapechangers
who conceal their true identities behind false faces.
Their gifts of mimicry allow them to appear as members
of any humanoid culture, playing the part of a dwarf one
day and a dragonborn the next. Although changelings
can adopt any guise, most rely on a few established per
sonas, each with a developed history and a network of
friends and acquaintances.
KALAS HT AR
The kalashtar have bonded with good-aligned quori
spirits, which communicate with their hosts through
dreams and visions. Descended from monks who of
fered their bodies as sanctuaries to those quori escaping
the evil of Dal Quor, the kalashtar now fight to herald in
a new age of light and balance.
KALASHTAR OR
CHANGELING D I SGUISED
CHANGELING AS A KALASHTAR
Medium humanoid (changeling, shapechanger), any alignment
1
Armor Class 3 (leather armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
KALASHTAR
STR DEX CON I N T WIS CHA
1
8 (- ) 1 5 (+2) 1 2 (+l) 14 (+2) 10 (+O) 1 6 (+3) Medium humanoid (kalashtar), any alignment
1
Armor Class 2
Skills Acrobatics +4, Deception +5, Insight +2, Perception +2,
1
3
Persuasion +5 Hit Points 6 (3d8 + )
3
Senses passive Perception 1 2 Speed 0 ft.
Languages Common, Dwarvish, Elvish, Halfling, thieves' cant
Challenge 1/2 (100 XP) STR DEX CON INT WIS CHA
1 2 (+l) 14 (+2) 1 2 (+l) 1 3 (+l) 15 (+2) 1 5 (+2)
Change Appearance. The changeling can use its action to Skills Acrobatics +4, Insight +4, Persuasion +6
h
polymorph into a Medium u manoid it has seen, or back into Damage Resistances psychic
its true form. Its statistics, other than its size, are the same in Senses passive Perception 12
each form. Any equipment it is wearing or carrying isn't trans Languages Common, telepathy 20 ft.
formed. It reverts to its true form if it dies. Challenge 1/4 (50 XP)
AC I O N S
T
Dual Mind. The kalashtar has advantage on Wisdom sav
Multiattack. The changeling makes two attacks with its dagger.
ing throws.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
T
range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. AC I O N S
Dagger. Melee r Ranged Weapon Attack: +4 to hit, reach 5 ft. or
o
Unsettling Visage (Recharges a f t er a Short or Long Rest). Each range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
creature within 30 feet of the changeling must succeed on a DC
13 Wisdom saving throw or be frightened for l minute. A crea Mind Thrust. The kalashtar targets a creature it can see within
ture can repeat the saving throw at the end of each of its turns, 30 feet of it. The target must succeed on a DC 2 Wisdom sav
1
ending the effect on itself on a success. ing throw or take 11 (2dl 0) psychic damage.
C H APTER 6 I FRIENDS AND FOES
317
MAGEWRIGHT
In Khorvaire, magic is part of everyday life. A chef might
use prestidigitation to heat and season food, while a
blacksmith uses mending to perform minor repairs and
guidance to help inspire their work. Those who work mi
nor magic into their labors are called magewrights.
Far more limited in magical power than a typical
spellcaster, a magewright is dedicated to learning a
handful of spells, and magewrights cast their non-can
trip spells as rituals-even spells that can't normally
be cast in this way. Most magewright rituals take 10
minutes to perform, but certain complex rituals can
take up to 1 hour. However long the ritual takes, it re
quires extra material components, usually in the form of
dragonshards.
C R EATING A MAGEWRIGHT
The magewright stat block provides the baseline statis
tics for a magewright. You then add to that baseline by
choosing a specialty from the Magewright Specialties
table, or roll for one. The specialty determines addi
tional spells the magewright knows, including ones that
can be cast only as rituals. The specialty also gives the
magewright more proficiencies.
G
MA E W R I G H T S P E C I AL I E S MAGEWRIGHT
T
d8 Specialty Spells Proficiencies Medium humanoid (any race), any alignment
Artisan Guidance, mending One type of
1
artisan's tools Armor Class 1
Hit Points 9 (2d8)
2 Entertainer Minor illusion, thau- Performance (+3) Speed 30 ft.
maturgy. Ritual only:
disguise self. STR DEX CON INT WIS CHA
3 Healer Resistance, spare the Medicine (+4), 11 (+0) 13 (+l) 10 (+O) 14 (+2) 14 (+2) 12 (+1)
dying. Ritual only: herbalism kit
Skills Arcana +4
detect poison and dis-
Senses passive Perception 2
1
ease, lesser restoration
Languages Common plus any two languages
(1 hour). Challenge 0 (0 XP)
4 Lamp- Light. Ritual only: con Tinker's tools
lighter tinual flame (1 hour). Spellcasting. The magewright's spellcasting ability is n telli
I
5 Locksmith Mending. Ritual only: Thieves' tools, gence (spell save DC 2 ). To cast one of its rituals, the mage
1
arcane lock (1 hour), tinker's tools wright must provide additional material components whose
knock. value in gold pieces is 20 times the spell's level. These com
fi
6 Mediator Guidance. Ritual only: Insight (+4 , ponents are consumed when the ritual is n ished. The mage
)
wright knows the following spells:
comprehend languages, Persuasion (+3)
zone of truth. At will: mage hand, prestidigitation
7 Medium Minor illusion. Ritual Deception (+3), Rituals: knock
only: speak with dead. Religion (+4) AC I O N S
T
8 Oracle Guidance. Ritual only: H i story (+4),
o
o
Dagger. Melee r Ranged Weapon Attack: +3 to hit, reach 5 ft. r
augury, divination (1 Religion (+4) range 20/60 ft., one target. Hit: 3 (ld4 + 1 ) piercing damage.
hour).
C H APTER 6 I FRIENDS AND FOES
318
S H I F T E R
o
t
Shifters are tied o primal spirits, which most f them
refer to as the beast within. They are lithe of form and
have bestial features: large eyes, flat noses, pointed
ears, and light fur over much of their bodies. When a
shifter fully embraces the beast within by "shifting,"
these features become even more pronounced.
SHIFTER
Medium humanoid (shifter), any alignment
Armor Class 14 (leather armor) TARKANAN ASSASS I N
1
Hit Points 9 (3d8 + 6) Tarkanan assassins are the elite killers, spies, and
Speed 30 ft.
thieves who work for House Tarkanan, a criminal orga
STR DEX CON INT WIS CHA nization specializing in theft and assassination. In addi
1 2 (+l) 1 6 (+3) 14 (+2) 1 1 (+O) 15 (+2) 1 0 (+O) tion to their deadly skill, a Tarkanan assassin possesses
an aberrant dragonmark-a twisted sigil that provides
Skills Acrobatics +5, Insight +4, Nature +2, Perception +4 them with magical power. House Tarkanan actively
Senses darkvision 60 ft., passive Perception 14 seeks and recruits people with aberrant dragonmarks.
Languages Common
Challenge 1/2 (100 XP) W A RFORGED S O L D I E R
Warforged soldiers are humanoids formed from wood
Shifting (Recharges a f t er a Short or Long Rest). As a bonus and steel, then magically imbued with life and sentience.
action, the shifter takes on a more bestial form for l minute The warforged were created to fight in the Last War, and
or until it dies. The shifter gains 5 temporary hit points. It can in the aftermath of that conflict, they struggle to under
make a bite attack when it activates this trait and also as a bo stand their place in the world.
nus action on each of its turns while in its bestial form. Most warforged soldiers still serve their former mas
ters, often guarding dragonmarked houses or merchant
ACTI O N S
caravans. Many warforged find it difficult to separate
Shortsword. Melee Weapon Attack: 5 to hit, reach 5 ft., one themselves from the soldiers they were made to be,
+
target. Hit: 6 (ld6 + 3) piercing damage. seeking work as bouncers, bailiffs, and bodyguards.
h
Bite. Melee Weapon Attack: +5 to i t, reach 5 ft., one creature. Others put their tireless strength to work as laborers,
Hit: 5 (ld4 + 3) piercing damage. committed to the reconstruction of the towns and cities
they defended or destroyed in the war.
C H APTER 6 I FRIENDS AND FOES
TARKANAN ASSAS S I N : ALTERNATIVE SPELLS
The power granted by an aberrant dragon mark is unpre
dictable. When running a T a rkanan assassin, you can
ro l on the Aberrant Dragonmark I n nate Spells table to
l
determine the spells gained from that P C's aberrant
N
mark, replacing the spells in the stat block's I n nate Spell
casting trait.
A B E R R A N T DRAGO N M A R K I N N A TE SPELLS
d6 At Will l /Day
1 Fire bolt (2dl0) Burning hands (3d6)
2 Shocking grasp (2d8) Chromatic orb (4d8)
3 Poison spray (2dl 2) Ray o f sickness (3d8)
4 Friends Charm person (two creatures)
5 Minor illusion Thunderwave (2d8)
6 Dancing lights Sleep (7d8)
T A RKANAN ASSASSIN
Medium humanoid (any race), any non-good alignment
Armor Class 5 (studded leather)
1
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR DEX CON INT WIS CHA W A RFORGED SOLDIER
1 2 (+l) 16 (+3) 14 (+2) 10 (+O) 14 (+2) 11 (+O)
Medium humanoid (warforged), any alignment
Skills Athletics +3, Deception +2, Perception +4, Sleight of Armor Class 6 (natural armor, shield)
1
Hand +5, Stealth +5 Hit Points 30 (4d8 + 2 )
1
Senses darkvision 60 ft., passive Perception 4
1
Languages Co m m on, thieves' cant Speed 30 ft.
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
1 6 (+3) 12 (+l ) 1 6 (+3) 10 (+O) 14 (+2) 11 (+O)
Innate Spellcasting. The assassin's spellcasting ability is Con
h
stitution (+4 to hit with spell attacks). It can innately cast the Skills At l etics +5, Perception +4, Survival +4
following spells, requiring no material components: Damage Resistances poison
Senses passive Perception 1 4
At will :.fire bolt (see "Actions" below) Languages Common
l/day: chromatic orb (see "Actions" below) Challenge 1 (200 XP)
Unstable Mark. When the assass n casts an innate spell, each
i
creature within 10 feet of the assassin must make a DC 12 Con Warf orged Resilience. The warforged has advantage on saving
stitution saving throw, taking 4 (l d8) force damage on a failed throws against being poisoned and is m i mune to disease.
save, or half as much damage on a successful one.
Magic can't put it to sleep.
ACTI O N S ACTIO N S
Multiattack. The assassin makes two shortsword attacks.
Multiattack. The warforged makes two armblade attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar
target. Hit: 6 (ld6 + 3) piercing damage plus 7 (2d6) poi get. Hit: 6 (ld6 + 3) slashing damage.
son damage.
javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
1
Fire Bolt (Cantrip). Ranged Spell Attack: +4 to hit, range 2 0 ft , . range 30/120 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.
o n e target. Hit: 1 (2dl 0) fire damage. A flammable object hit
1
by this spell ignites if it isn't being worn or carried. R E AC I O N S
T
a
Chromatic Orb (1/Day). Ranged Spell Attack: +4 to hit, range 90 Protection. When an attacker the warforged can see makes n
l
ft., one creature. Hit: 18 (4d8) damage of a type chosen by the attack ro l against a creature within 5 feet of the warforged, the
assassin: acid, cold, r e, lightni n g, poison, or thunder. warforged can impose disadvantage on the attack roll.
fi
C H APTER 6 I FRIENDS AND FOES
320