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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
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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
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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