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  • Chaos Beast Solitary, Devious
    Taint of Change (d6 damage) 12 HP 3 armor
    Close
    Special Qualities: Absorb spells of Polymorph

    Wounds do not seem to stop this slithering mass of flesh, it's gaping mouths break into pools of acid that smell of salt and rain. It's eyes are deep dark or just blue, sometimes becoming a mirror-like reflections or tendrils that search the vicinity for prey. It can scream, shriek and even talk but all you'll hear is desperation and despair, perhaps a sob, tears, pain and unlogical words, but nothing coherent. And when that thing that desperately crawls finds you in the dark corners of forgotten palaces and houses it will change you too, it will wreak you, torment you, untill all you can wish is to become something else, to forget the horror of your most recent encarnation. Instinct: To change everything

    • Seek conflict
    • Convert the flesh of the living
    • Feed on unwanted transformations
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Zakya Rakshasa Group, Magical, Intelligent, Cautious, Hoarder
    Sword and spell (b[2d10+4] damage) 10 HP 3 armor
    Close, Forceful, Near

    In the distant Age of Fiends, hideous monsters ruled Eberron, with rakshasa and their rajah masters ruling over all the rest. The Zakya rakshasa was the warrior caste, and their skill was legendary. Now, in the Age of Mortals, the Zakya still survive in the remote canyons of the Demon Wastes, or else blending in with the rest of Khorvarian society, all secretly serving the goals of their rajah masters. Instinct: To serve the rajahs

    • Battle with spell and sword
    • Command basic elemental magic
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  • Dusk Hag Solitary, Magical, Intelligent
    Claw (w[2d8] damage) 12 HP 1 armor
    Close

    An elderly woman with leathery orange skin and eyes like coal, the dusk hag is the cursed offspring of a night hag. Gifted with the ability to see the future in their dreams, dusk hags are occasionally sought out in the Shadow Marches by heroes and knights seeking to know their future. However, her visions often bring more harm than good, as they are easily misinterpreted. Instinct: To forsee

    • Tell of vague, but true, visions of the future
    • Grant terrible nightmares with a touch
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  • Warforged Titan Solitary, Huge, Construct
    Hammer- and Axe-hands (d10+7 damage) 28 HP 3 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Remnant of the Last War

    One of the earliest creations to come out of House Cannith's creation forges during the Last War, warforged titans are mindless golems capable of only simple commands. However, that doesn't stop them from being very effective front line troops, towering over their artificer caretakers and cutting down wave after wave of enemy troops. Instinct: To eliminate all threats

    • Trample the opposition
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  • Undying Soldier Horde, Divine, Organized, Intelligent, Cautious
    Spear (b[2d6] damage) 13 HP 5 armor
    Close, Reach

    Not every Aereni who becomes one of the deathless joins the Undying Court. Some, powerful warriors or guardians, carry on their duties even after death. These soldiers are more powerful than their appearance belies, and they can strike exceptionally quickly when they perceive a threat to the Court. Instinct: To defend the Undying Court

    • Attack with impossible grace
    • Call for backup
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  • Tsucora Quori Solitary, Magical, Intelligent, Planar, Terrifying
    Pincers (d12 damage) 12 HP 2 armor
    Close
    Special Qualities: Made from nightmares

    Little is known about the quori, beings of Dal Quor, Region of Dreams. What is known, however, is coveted by the Inspired of Riedra or the humans and kalashtar of Adar. However, various scholars from across the ages have pieced together this: the tsucora is the most common type of quori,and their hosts are often the soldiers of Riedra. Their mental manipulation is masterful, but can only be done while the target is asleep and their consciousness projected to Dal Quor. Instinct: To manipulate through dreams

    • Invade a human host
    • Manipulate thoughts
    • Reveal secrets only known in dreams
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  • Magebred Horse Horde, Large
    Hoof (w[2d4] damage) 11 HP 0 armor

    House Vadalis is known primarily for its magebreeding, a process in which they magically enhance a species over the course of several generations, often breeding it towards a specific purpose, such as being stronger, faster, or tougher. The magebred horse is the most common of these animals, being bred to carry its rider far longer and faster than a normal horse possibly could. Instinct: To run

    • Run farther than other horses possibly could
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  • Living Spell Solitary, Magical, Amorphous
    Engulfing magic (d10 damage) 19 HP 1 armor
    Close, Ignores Armor

    After the Day of Mourning, and people attempted to return to their homeland, those who got through the dead-grey mist on its borders saw many strange sights. Corpses that didn't rot, twisted creatures warped by the magical catastrophe-but the strangest sight was the living spell. They appear to be magical effects granted permanence and sentience; even instantaneous effects like fireballs were preserved. Now, only harmful spells have been found, but that's not to say that there might not be a resurrecting cloud somewhere in that blasted land. Instinct: To live on

    • Embody a single spell
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  • Karrnathi Skeleton Group, Organized, Intelligent, Cautious
    Wicked scimitars (b[2d8] damage 1 piercing) 14 HP 4 armor
    Close
    Special Qualities: Alchemically treated bones

    These skeletons were once elite Karrnathi troops who served in the Last War until their dying breath...and beyond. Imbued with a twisted intellect and alchemically hardened bones, they were meant to serve alongside living troops, but Karrnathi losses were so great that entire divisions could be formed from Karrnathi skeletons and zombies. Instinct: To follow orders

    • Act with malign intelligence
    • Order the phalanx into position
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Iron Defender Group, Small, Construct
    Adamantine bite (d8+2 damage 2 piercing) 14 HP 3 armor
    Close
    Special Qualities: Silent guardian

    Often used by House Kundarak or other artificers able to get their hands on the materials, these canine-shaped homunculi are one of the most popular built in Khorvaire. Its purpose is simple: guard something. What makes this much more than a mere guard dog, however is its versatility. If the creator can anticipate the threats, they can add various components in it; a fire wand here, all-seeing eyes there, that sort of thing. Instinct: To guard at all costs

    • Use various embedded components
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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