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FightClub5eXML/FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml
Chris Jennewein 7f8e28db4e feature: Add Everything collection for new XML format
- Restructured source files
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2020-11-02 08:50:22 -07:00

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<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO">
<!-- Races -->
<race>
<name>Elf, Mark of Shadow</name>
<size>M</size>
<speed>30</speed>
<ability>Dex 2, Cha 1</ability>
<proficiency>Perception</proficiency>
<spellAbility>Charisma</spellAbility>
<trait>
<name>Description</name>
<text>
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.
Dwarves
"Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality."
Halflings
"Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises."
Humans
"All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement."
Source: Eberron: Rising from the Last War p. 49
</text>
</trait>
<trait>
<name>Cunning Intuition</name>
<text>When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check.</text>
</trait>
<trait>
<name>Shape Shadows</name>
<text>You know the minor illusion cantrip. Starting at 3rd level, you can cast the invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | disguise self, silent image
2nd | darkness, pass without trace
3rd | clairvoyance, major image
4th | greater invisibility, hallucinatory terrain
5th | mislead
</text>
</trait>
<trait>
<name>Age</name>
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</text>
</trait>
<trait>
<name>Alignment</name>
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.</text>
</trait>
<trait>
<name>Size</name>
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
</trait>
<trait>
<name>Keen Senses</name>
<text>You have proficiency in the Perception skill.</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</text>
</trait>
<trait>
<name>Trance</name>
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.</text>
</trait>
<trait>
<name>Slender and Graceful</name>
<text>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.
Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</text>
</trait>
<trait>
<name>A Timeless Perspective</name>
<text>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</text>
</trait>
<trait>
<name>Hidden Woodland and Realms</name>
<text>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).
Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</text>
</trait>
<trait>
<name>Exploration and Adventure</name>
<text>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</text>
</trait>
<trait>
<name>Elf Names</name>
<text>
Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.
• Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
• Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
• Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
• Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)
</text>
</trait>
</race>
<race>
<name>Gnome, Mark of Scribing</name>
<size>S</size>
<speed>25</speed>
<ability>Int 2, Cha 1</ability>
<proficiency></proficiency>
<spellAbility>Intelligence</spellAbility>
<trait>
<name>Description</name>
<text>A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.
Source: Eberron: Rising from the Last War p. 47</text>
</trait>
<trait>
<name>Gifted Scribe</name>
<text>When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.</text>
</trait>
<trait>
<name>Scribe's Insight</name>
<text>You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | comprehend languages, illusory script
2nd | animal messenger, silence
3rd | sending, tongues
4th | arcane eye, confusion
5th | dream
</text>
</trait>
<trait>
<name>Age</name>
<text>Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.</text>
</trait>
<trait>
<name>Alignment</name>
<text>Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.</text>
</trait>
<trait>
<name>Size</name>
<text>Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
</trait>
<trait>
<name>Gnome Cunning</name>
<text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.</text>
</trait>
<trait>
<name>Vibrant Expression</name>
<text>
A gnome's energy and enthusiasm for living shines through every inch his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown face's are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.
A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
</text>
</trait>
<trait>
<name>Delighted Dedication</name>
<text>
As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.
Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.
Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkerers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.
</text>
</trait>
<trait>
<name>Bright Burrows</name>
<text>
Gnomes makes their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface where ever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.
Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkerers. Some human families retained gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.
</text>
</trait>
<trait>
<name>Gnome Names</name>
<text>
Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are truly new inventions. When dealing with humans and others who are "Stuffy" about names, a gnome learns to use no more than three names; A personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.
• Male Names: Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook
• Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna
• Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningcl, Raulnor, Seheppen, Timbers, Turen
• Nicknames: Aleslosh, Aslthearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nina, Oneshoe, Pock, Sparklegem, Scumbleduck
</text>
</trait>
<trait>
<name>Seeing The World</name>
<text>Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as s quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.</text>
</trait>
<trait>
<name>Deep Gnomes</name>
<text>A third sub race of gnomes, the deep gnomes (or svirfneblin) live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework.</text>
</trait>
</race>
<race>
<name>Half-Elf, Mark of Detection</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2, Wis 2</ability>
<proficiency></proficiency>
<spellAbility>Intelligence</spellAbility>
<trait>
<name>Description</name>
<text>Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Source: Eberron: Rising from the Last War p. 40</text>
</trait>
<trait>
<name>Magical Detection</name>
<text>You can cast the detect magic and detect poison and disease spells with this trait. Starting at 3rd level, you can also cast the see invisibility spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't require material components for them.</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | detect evil and good, detect poison and disease
2nd | detect thoughts, find traps
3rd | clairvoyance, nondetection
4th | arcane eye, divination
5th | legend lore
</text>
</trait>
<trait>
<name>Age</name>
<text>Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.</text>
</trait>
<trait>
<name>Alignment</name>
<text>Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.</text>
</trait>
<trait>
<name>Size</name>
<text>Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</text>
</trait>
<trait>
<name>Deductive Intuition</name>
<text>When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check.</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common, Elvish, and one extra language of your choice.</text>
</trait>
<trait>
<name>Of Two Worlds</name>
<text>To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie, somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.</text>
</trait>
<trait>
<name>Diplomats or Wanderers</name>
<text>
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.
In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.
</text>
</trait>
<trait>
<name>Half-Elf Names</name>
<text>Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.</text>
</trait>
<trait>
<name>Excellent Ambassadors</name>
<text>Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elves grace without elves aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).</text>
</trait>
</race>
<race>
<name>Half-Elf, Mark of Storm</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2, Cha 2, Dex 1</ability>
<proficiency></proficiency>
<spellAbility>Charisma</spellAbility>
<trait>
<name>Description</name>
<text>Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Source: Eberron: Rising from the Last War p. 50</text>
</trait>
<trait>
<name>Storm's Boon</name>
<text>You have resistance to lightning damage.</text>
</trait>
<trait>
<name>Headwinds</name>
<text>You know the gust cantrip. Starting at 3rd level, you can cast the gust of wind spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | feather fall, fog cloud
2nd | gust of wind, levitate
3rd | sleet storm, wind wall
4th | conjure minor elementals, control water
5th | conjure elemental
</text>
</trait>
<trait>
<name>Age</name>
<text>Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.</text>
</trait>
<trait>
<name>Alignment</name>
<text>Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.</text>
</trait>
<trait>
<name>Size</name>
<text>Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</text>
</trait>
<trait>
<name>Windwright's Intuition</name>
<text>When you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a d4 and add the number rolled to the ability check.</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common, Elvish, and one extra language of your choice.</text>
</trait>
<trait>
<name>Of Two Worlds</name>
<text>To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie, somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.</text>
</trait>
<trait>
<name>Diplomats or Wanderers</name>
<text>Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.
In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.</text>
</trait>
<trait>
<name>Half-Elf Names</name>
<text>Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.</text>
</trait>
<trait>
<name>Excellent Ambassadors</name>
<text>Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elves grace without elves aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).</text>
</trait>
</race>
<race>
<name>Half-Orc, Mark of Finding</name>
<size>M</size>
<speed>30</speed>
<ability>Str 2, Con 1, Con 1, Wis 2</ability>
<proficiency></proficiency>
<spellAbility>Wisdom</spellAbility>
<trait>
<name>Description</name>
<text>Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.
Source: Eberron: Rising from the Last War p. 41</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Hunter's Intuition</name>
<text>When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.
</text>
</trait>
<trait>
<name>Finder's Magic</name>
<text>You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Goblin.
</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | faerie fire, longstrider
2nd | locate animals or plants, locate object
3rd | clairvoyance, speak with plants
4th | divination, locate creature
5th | commune with nature
</text>
</trait>
<trait>
<name>Age</name>
<text>Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
</text>
</trait>
<trait>
<name>Size</name>
<text>Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
</text>
</trait>
<trait>
<name>Scarred and Strong</name>
<text>Half-orcs' grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds.
Orcs regard battle scars as tokens or pride and ornamental scars as things of beauty. Other scars, though, mark an Orc, or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.
</text>
</trait>
<trait>
<name>The Mark of Gruumsh</name>
<text>The one-eyed god Gruumsh created the Orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Grummsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat-and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.
Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures-feasting, drinking, wrestling, drumming, and wild dancing-fill their hearts with joy. They tend to be short tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self control to get by in a civilized land.
</text>
</trait>
<trait>
<name>Half-Orc Names</name>
<text>Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.
• Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk
• Female Orc Names: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen, Yevelda
</text>
</trait>
<trait>
<name>Grudging Acceptance</name>
<text>Each half-orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them.
</text>
</trait>
</race>
<race>
<name>Dwarf, Mark of Warding</name>
<size>M</size>
<speed>25</speed>
<ability>Con 2, Int 1</ability>
<proficiency></proficiency>
<spellAbility>Intelligence</spellAbility>
<trait>
<name>Description</name>
<text>
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.
Elves
"It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do."
Halflings
"Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?"
Humans
"You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go!. They set their hearts on something, they'll get it whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not."
Source: Eberron: Rising from the Last War p. 51</text>
</trait>
<trait>
<name>Warder's Intuition</name>
<text>When you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll a d4 and add the number rolled to the ability check.
</text>
</trait>
<trait>
<name>Wards and Seals</name>
<text>You can cast the alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait.
</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | alarm, armor of Agathys
2nd | arcane lock, knock
3rd | glyph of warding, magic circle
4th | Leomund's secret chest, Mordenkainen's faithful hound
5th | antilife shell
</text>
</trait>
<trait>
<name>Age</name>
<text>Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
</text>
</trait>
<trait>
<name>Size</name>
<text>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
</text>
</trait>
<trait>
<name>Speed</name>
<text>Your speed is not reduced by wearing heavy armor.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Dwarven Resilience</name>
<text>You have advantage on saving throws against poison, and you have resistance against poison damage.
</text>
</trait>
<trait>
<name>Dwarven Combat Training</name>
<text>You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
</text>
</trait>
<trait>
<name>Tool Proficiency</name>
<text>You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
</text>
</trait>
<trait>
<name>Stonecunning</name>
<text>Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
</text>
</trait>
<trait>
<name>Short and Stout</name>
<text>Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.
Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.
</text>
</trait>
<trait>
<name>Long Memory, Long Grudges</name>
<text>Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.
Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.
Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.
</text>
</trait>
<trait>
<name>Clans and Kingdoms</name>
<text>Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.
The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.
Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.
</text>
</trait>
<trait>
<name>Gods, Gold, and Clan</name>
<text>Dwarves who take up the adventuring life might be motivated by a desire for treasure-for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.
</text>
</trait>
<trait>
<name>Dwarf Names</name>
<text>A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual.
A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.
• Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
• Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra
• Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart
</text>
</trait>
<trait>
<name>Duergar</name>
<text>In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size.
</text>
</trait>
</race>
<race>
<name>Human, Mark of Finding</name>
<size>M</size>
<speed>30</speed>
<ability>Con 1, Wis 2</ability>
<proficiency></proficiency>
<spellAbility>Wisdom</spellAbility>
<trait>
<name>Description</name>
<text>
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
Dwarves
"They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though."
Elves
"It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them."
Halflings
"It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something."
Calishite
Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes.
They're found primarily in southwest Faerun.
• Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein
Chondathan
Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea.
• Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag
Damaran
Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.
• Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag
Illuskan
Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.
• Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver
Mulan
Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.
• Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt
Rashemi
Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.
• Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina
Shou
The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.
• Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan
Tethyrian
Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.
Turami
Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.
• Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo
Source: Eberron: Rising from the Last War p. 41</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Hunter's Intuition</name>
<text>When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.
</text>
</trait>
<trait>
<name>Finder's Magic</name>
<text>You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | faerie fire, longstrider
2nd | locate animals or plants, locate object
3rd | clairvoyance, speak with plants
4th | divination, locate creature
5th | commune with nature
</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Goblin.
</text>
</trait>
<trait>
<name>A Broad Spectrum</name>
<text>With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
</text>
</trait>
<trait>
<name>Variety in All Things</name>
<text>Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
</text>
</trait>
<trait>
<name>Lasting Institutions</name>
<text>Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.
Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.
</text>
</trait>
<trait>
<name>Exemplars of Ambition</name>
<text>Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.
</text>
</trait>
</race>
<race>
<name>Human, Mark of Handling</name>
<size>M</size>
<speed>30</speed>
<ability>Wis 2</ability>
<proficiency></proficiency>
<spellAbility>Wisdom</spellAbility>
<trait>
<name>Description</name>
<text>In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
Dwarves
"They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though."
Elves
"It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them."
Halflings
"It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something."
Calishite
Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes.
They're found primarily in southwest Faerun.
• Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein
Chondathan
Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea.
• Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag
Damaran
Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.
• Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag
Illuskan
Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.
• Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver
Mulan
Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.
• Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt
Rashemi
Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.
• Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina
Shou
The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.
• Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan
Tethyrian
Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.
Turami
Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.
• Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo
Source: Eberron: Rising from the Last War p. 42</text>
</trait>
<trait>
<name>Wild Intuition</name>
<text>When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check.
</text>
</trait>
<trait>
<name>Primal Connection</name>
<text>You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells.
</text>
</trait>
<trait>
<name>The Bigger They Are</name>
<text>Starting at 3rd level, you can target a beast or monstrosity when you cast animal friendship or speak with animals, provided the creature's Intelligence score is 3 or lower.
</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | animal friendship, speak with animals
2nd | beast sense, calm emotions
3rd | beacon of hope, conjure animals
4th | aura of life, dominate beast
5th | awaken
</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
</text>
</trait>
<trait>
<name>A Broad Spectrum</name>
<text>With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
</text>
</trait>
<trait>
<name>Variety in All Things</name>
<text>Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
</text>
</trait>
<trait>
<name>Lasting Institutions</name>
<text>Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.
Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.
</text>
</trait>
<trait>
<name>Exemplars of Ambition</name>
<text>Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.
</text>
</trait>
</race>
<race>
<name>Human, Mark of Making</name>
<size>M</size>
<speed>30</speed>
<ability>Int 2</ability>
<proficiency></proficiency>
<spellAbility>Intelligence</spellAbility>
<trait>
<name>Description</name>
<text>In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
Dwarves
"They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though."
Elves
"It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them."
Halflings
"It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something."
Calishite
Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes.
They're found primarily in southwest Faerun.
• Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein
Chondathan
Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea.
• Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag
Damaran
Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.
• Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag
Illuskan
Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.
• Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver
Mulan
Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.
• Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt
Rashemi
Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.
• Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina
Shou
The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.
• Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan
Tethyrian
Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.
Turami
Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.
• Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo
Source: Eberron: Rising from the Last War p. 45</text>
</trait>
<trait>
<name>Artisan's Intuition</name>
<text>When you make an Arcana check or an ability check involving artisan's tools, you can roll a d4 and add the number rolled to the ability check.
</text>
</trait>
<trait>
<name>Maker's Gift</name>
<text>You gain proficiency with one type of artisan's tools of your choice.
</text>
</trait>
<trait>
<name>Spellsmith</name>
<text>You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.
</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | identify, Tenser's floating disk
2nd | continual flame, magic weapon
3rd | conjure barrage, elemental weapon
4th | fabricate, stone shape
5th | creation
</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
</text>
</trait>
<trait>
<name>A Broad Spectrum</name>
<text>With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
</text>
</trait>
<trait>
<name>Variety in All Things</name>
<text>Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
</text>
</trait>
<trait>
<name>Lasting Institutions</name>
<text>Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.
Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.
</text>
</trait>
<trait>
<name>Exemplars of Ambition</name>
<text>Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.
</text>
</trait>
</race>
<race>
<name>Human, Mark of Passage</name>
<size>M</size>
<speed>35</speed>
<ability>Dex 2</ability>
<proficiency></proficiency>
<spellAbility>Dexterity</spellAbility>
<trait>
<name>Description</name>
<text>
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
Dwarves
"They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though."
Elves
"It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them."
Halflings
"It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something."
Calishite
Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes.
They're found primarily in southwest Faerun.
• Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein
Chondathan
Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea.
• Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag
Damaran
Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.
• Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag
Illuskan
Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.
• Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver
Mulan
Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.
• Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt
Rashemi
Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.
• Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina
Shou
The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.
• Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan
Tethyrian
Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.
Turami
Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.
• Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo
Source: Eberron: Rising from the Last War p. 46</text>
</trait>
<trait>
<name>Courier's Speed</name>
<text>Your base walking speed increases to 35 feet.
</text>
</trait>
<trait>
<name>Intuitive Motion</name>
<text>When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.
</text>
</trait>
<trait>
<name>Magical Passage</name>
<text>You can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell.
</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | expeditious retreat, jump
2nd | misty step, pass without trace
3rd | blink, phantom steed
4th | dimension door, freedom of movement
5th | teleportation circle
</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
</text>
</trait>
<trait>
<name>A Broad Spectrum</name>
<text>With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
</text>
</trait>
<trait>
<name>Variety in All Things</name>
<text>Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
</text>
</trait>
<trait>
<name>Lasting Institutions</name>
<text>Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.
Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.
</text>
</trait>
<trait>
<name>Exemplars of Ambition</name>
<text>Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.
</text>
</trait>
</race>
<race>
<name>Human, Mark of Sentinel</name>
<size>M</size>
<speed>30</speed>
<ability>Con 2, Wis 1</ability>
<proficiency></proficiency>
<spellAbility>Wisdom</spellAbility>
<trait>
<name>Description</name>
<text>In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
Dwarves
"They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though."
Elves
"It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them."
Halflings
"It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something."
Calishite
Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes.
They're found primarily in southwest Faerun.
• Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein
Chondathan
Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea.
• Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag
Damaran
Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.
• Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag
Illuskan
Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.
• Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver
Mulan
Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.
• Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt
Rashemi
Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.
• Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina
Shou
The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.
• Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan
Tethyrian
Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.
Turami
Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.
• Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo
Source: Eberron: Rising from the Last War p. 48</text>
</trait>
<trait>
<name>Sentinel's Intuition</name>
<text>When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.
</text>
</trait>
<trait>
<name>Guardian's Shield</name>
<text>You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell.
</text>
</trait>
<trait>
<name>Vigilant Guardian</name>
<text>When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.
</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | compelled duel, shield of faith
2nd | warding bond, zone of truth
3rd | counterspell, protection from energy
4th | death ward, guardian of faith
5th | Bigby's hand
</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
</text>
</trait>
<trait>
<name>A Broad Spectrum</name>
<text>With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
</text>
</trait>
<trait>
<name>Variety in All Things</name>
<text>Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
</text>
</trait>
<trait>
<name>Lasting Institutions</name>
<text>Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.
Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.
</text>
</trait>
<trait>
<name>Exemplars of Ambition</name>
<text>Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.
</text>
</trait>
</race>
<race>
<name>Halfling, Mark of Healing</name>
<size>S</size>
<speed>25</speed>
<ability>Dex 2, Wis 1</ability>
<proficiency></proficiency>
<spellAbility>Wisdom</spellAbility>
<trait>
<name>Description</name>
<text>The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.
Dwarves
"Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?"
Elves
"They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on."
Humans
"Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well."
Source: Eberron: Rising from the Last War p. 43</text>
</trait>
<trait>
<name>Medical Intuition</name>
<text>When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check.
</text>
</trait>
<trait>
<name>Healing Touch</name>
<text>You can cast the cure wounds spell with this trait. Starting at 3rd level, you can also cast lesser restoration with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | cure wounds, healing word
2nd | lesser restoration, prayer of healing
3rd | aura of vitality, mass healing word
4th | aura of purity, aura of life
5th | greater restoration
</text>
</trait>
<trait>
<name>Age</name>
<text>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
</text>
</trait>
<trait>
<name>Size</name>
<text>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
</text>
</trait>
<trait>
<name>Lucky</name>
<text>When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
</text>
</trait>
<trait>
<name>Brave</name>
<text>You have advantage on saving throws against being frightened.
</text>
</trait>
<trait>
<name>Halfling Nimbleness</name>
<text>You can move through the space of any creature that is of a size larger than yours.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
</text>
</trait>
<trait>
<name>Small and Practical</name>
<text>The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.
Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.
Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.
</text>
</trait>
<trait>
<name>Kind and Curious</name>
<text>Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.
Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.
</text>
</trait>
<trait>
<name>Blend into the Crowd</name>
<text>Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.
Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.
</text>
</trait>
<trait>
<name>Pastoral Pleasantries</name>
<text>Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.
Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.
</text>
</trait>
<trait>
<name>Exploring Opportunities</name>
<text>Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.
</text>
</trait>
<trait>
<name>Halfling Names</name>
<text>A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.
• Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby
• Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna
• Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough
</text>
</trait>
</race>
<race>
<name>Halfling, Mark of Hospitality</name>
<size>S</size>
<speed>25</speed>
<ability>Dex 2, Cha 1</ability>
<proficiency></proficiency>
<spellAbility>Charisma</spellAbility>
<trait>
<name>Description</name>
<text>The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.
Dwarves
"Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?"
Elves
"They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on."
Humans
"Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well."
Source: Eberron: Rising from the Last War p. 44</text>
</trait>
<trait>
<name>Ever Hospitable</name>
<text>When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check.
</text>
</trait>
<trait>
<name>Innkeeper's Magic</name>
<text>You know the prestidigitation cantrip. You can also cast the purify food and drink and unseen servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells.
</text>
</trait>
<trait>
<name>Spells of the Mark</name>
<text>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells
1st | goodberry, sleep
2nd | aid, calm emotions
3rd | create food and water, Leomund's tiny hut
4th | aura of purity, Mordenkainen's private sanctum
5th | hallow
</text>
</trait>
<trait>
<name>Age</name>
<text>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
</text>
</trait>
<trait>
<name>Size</name>
<text>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
</text>
</trait>
<trait>
<name>Lucky</name>
<text>When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
</text>
</trait>
<trait>
<name>Brave</name>
<text>You have advantage on saving throws against being frightened.
</text>
</trait>
<trait>
<name>Halfling Nimbleness</name>
<text>You can move through the space of any creature that is of a size larger than yours.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
</text>
</trait>
<trait>
<name>Small and Practical</name>
<text>The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.
Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.
Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.
</text>
</trait>
<trait>
<name>Kind and Curious</name>
<text>Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.
Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.
</text>
</trait>
<trait>
<name>Blend into the Crowd</name>
<text>Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.
Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.
</text>
</trait>
<trait>
<name>Pastoral Pleasantries</name>
<text>Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.
Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.
</text>
</trait>
<trait>
<name>Exploring Opportunities</name>
<text>Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.
</text>
</trait>
<trait>
<name>Halfling Names</name>
<text>A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.
• Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby
• Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna
• Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough
</text>
</trait>
</race>
<race>
<name>Bugbear (Eberron)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 2, Dex 1</ability>
<proficiency>Stealth</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Eberron: Rising from the Last War p. 25</text>
</trait>
<trait>
<name>Age</name>
<text>Bugbears reach adulthood at age 16 and live up to 80 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Bugbears live on the fringes of society even in Darguun, where they value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders.
</text>
</trait>
<trait>
<name>Size</name>
<text>Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d12
Height = 6 feet + your size modifier in inches
Weight in pounds = 200 + (2d6 x your size modifier)
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Long-Limbed</name>
<text>When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
</text>
</trait>
<trait>
<name>Powerful Build</name>
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
</text>
</trait>
<trait>
<name>Sneaky</name>
<text>You are proficient in the Stealth skill.
</text>
</trait>
<trait>
<name>Surprise Attack</name>
<text>If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Goblin.
</text>
</trait>
</race>
<race>
<name>Goblin (Eberron)</name>
<size>S</size>
<speed>30</speed>
<ability>Dex 2, Con 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential—at least in the eyes of most of Ravnica's other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are.
Source: Eberron: Rising from the Last War p. 26</text>
</trait>
<trait>
<name>Age</name>
<text>Goblins reach adulthood at age 8 and live up to 60 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>In Eberron, goblins are usually neutral. They tend to look out for themselves, preferably without drawing unwanted attention from any larger, more powerful people.
</text>
</trait>
<trait>
<name>Size</name>
<text>Your size is Small. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d4
Height = 3 feet + 5 inches + your size modifier in inches
Weight in pounds = 35 + your size modifier
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Fury of the Small</name>
<text>When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
</text>
</trait>
<trait>
<name>Nimble Escape</name>
<text>You can take the Disengage or Hide action as a bonus action on each of your turns.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Goblin.
</text>
</trait>
<trait>
<name>Small and Wiry</name>
<text>Standing around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth.
Most goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing.
</text>
</trait>
<trait>
<name>Unfettered Emotion</name>
<text>Creatures of raw impulse, goblins are found among guilds that value that quality, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many goblins are guildless and make their way as members of street gangs.
Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up.
Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others.
</text>
</trait>
<trait>
<name>Goblin Names</name>
<text>The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender.
• Goblin Names: Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix
</text>
</trait>
</race>
<race>
<name>Hobgoblin (Eberron)</name>
<size>M</size>
<speed>30</speed>
<ability>Con 2, Int 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Eberron: Rising from the Last War p. 26</text>
</trait>
<trait>
<name>Age</name>
<text>Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Hobgoblin society in Eberron is shaped by the ideal of a strict code of honor and rigid martial discipline. Most hobgoblins are lawful, tending toward harsh enforcement of their laws.
</text>
</trait>
<trait>
<name>Size</name>
<text>Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d10
Height = 4 feet + 8 inches + your size modifier in inches
Weight in pounds = 110 + (2d4 x your size modifier)
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Martial Training</name>
<text>You are proficient with two martial weapons of your choice and with light armor.
</text>
</trait>
<trait>
<name>Saving Face</name>
<text>Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Goblin.
</text>
</trait>
</race>
<race>
<name>Orc (Eberron)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 2, Con 1, Int -2, Str 2, Con 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Eberron: Rising from the Last War p. 31</text>
</trait>
<trait>
<name>Age</name>
<text>Orcs reach adulthood at age 12 and live up to 50 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>The orcs of Eberron are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d8
Height = 5 feet + 4 inches + your size modifier in inches
Weight in pounds = 175 + (2d6 x your size modifier)
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Aggressive</name>
<text>As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
</text>
</trait>
<trait>
<name>Primal Intuition</name>
<text>You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.
</text>
</trait>
<trait>
<name>Powerful Build</name>
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Orc.
</text>
</trait>
</race>
<race>
<name>Kalashtar</name>
<size>M</size>
<speed>30</speed>
<ability>Wis 2, Cha 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive—and as long as she lives, she will fight il-Lashtavar.
The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams—spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits.
Source: Eberron: Rising from the Last War p. 29</text>
</trait>
<trait>
<name>Age</name>
<text>Kalashtar mature and age at the same rate as humans.</text>
</trait>
<trait>
<name>Alignment</name>
<text>The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.</text>
</trait>
<trait>
<name>Size</name>
<text>
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d6
Height = 5 feet + 4 inches + your size modifier in inches
Weight in pounds = 110 + (1d6 x your size modifier)
</text>
</trait>
<trait>
<name>Dual Mind</name>
<text>You have advantage on all Wisdom saving throws.
</text>
</trait>
<trait>
<name>Mental Discipline</name>
<text>You have resistance to psychic damage.
</text>
</trait>
<trait>
<name>Mind Link</name>
<text>You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
</text>
</trait>
<trait>
<name>Severed from Dreams</name>
<text>Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common, Quori, and one other language of your choice.
</text>
</trait>
<trait>
<name>Bound to Spirits</name>
<text>Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.
Kalashtar can't directly communicate with their quori spirits. Rather, they might experience this relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these quori dream-spirits are virtuous, but some are warriors and others are more contemplative. Work together with the DM to determine the nature of your linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some may know nothing of their spirit or the source of their psychic gifts, such as an orphan kalashtar raised among strangers.
The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table.
d10 | Quirk
1 | You try to understand the motives and feelings of your enemies.
2 | You prefer using telepathy over speaking aloud.
3 | You feel a strong drive to protect the innocent.
4 | You apply dream logic to mundane situations.
5 | You discuss things out loud with your quori spirit.
6 | You suppress your emotions and rely on logic.
7 | You are strongly influenced by the emotions of those around you.
8 | You prefer to find nonviolent solutions to problems whenever possible.
9 | You are driven by a warrior spirit and will fight for any noble cause.
10 | You are obsessed with Dreaming Dark conspiracies.
</text>
</trait>
<trait>
<name>Hunted by Nightmares</name>
<text>The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape evil spirits that dominate it. The rebel quori believe that through meditation and devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most kalashtar communities focus on acts of devotion known as the Path of Light. But the dark powers of Dal Quor have their own plans for Eberron. Through the force known as the Dreaming Dark, these monsters manipulate the folk of Khorvaire to eliminate kalashtar whenever possible.
Many kalashtar defend themselves from the Dreaming Dark by focusing on devotion to the Path of Light. Others, though, seek out the agents of the Dreaming Dark and oppose their plans, or protect the innocent however they can. Still other kalashtar grow up isolated, knowing nothing about Dal Quor or the Dreaming Dark. Such orphans might use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings.</text>
</trait>
<trait>
<name>Kalashtar Names</name>
<text>A kalashtar name adds a personal prefix to the name of the quori spirit within the kalashtar. Such names have no relation to the kalashtar's gender.
Kalashtar orphans are unlikely to know the name of their spirit and take names from another source.
Quori Names: Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vash
Kalashtar Names: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri, Nevitash, Sorashana, Torashtai, Valakhad, Vishara</text>
</trait>
</race>
<race>
<name>Shifter, Beasthide</name>
<size>M</size>
<speed>30</speed>
<ability>Con 2, Str 1</ability>
<proficiency>Athletics</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?
Source: Eberron: Rising from the Last War p. 33</text>
</trait>
<trait>
<name>Natural Athlete</name>
<text>You have proficiency in the Athletics skill.
</text>
</trait>
<trait>
<name>Shifting Feature</name>
<text>Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.
</text>
</trait>
<trait>
<name>Age</name>
<text>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
</text>
</trait>
<trait>
<name>Size</name>
<text>Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d8
Height = 4 feet + 6 inches + your size modifier in inches
Weight in pounds = 90 + (2d4 x your size modifier)
</text>
</trait>
<trait>
<name>Speed</name>
<text>Your base walking speed is 30 feet.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Shifting</name>
<text>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
Once you shift, you can't do so again until you finish a short or long rest.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common.
</text>
</trait>
<trait>
<name>The Beast Within</name>
<text>Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.
A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common:
Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned.
Longtooth shifters typically have lupine traits and prefer to run with a pack.
Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.
Wildhunt shifters are born from any creature that tracks its prey.
While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.
</text>
</trait>
<trait>
<name>Similar and Diverse</name>
<text>Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.
The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
</text>
</trait>
<trait>
<name>The Journey Yet to Come</name>
<text>Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.
</text>
</trait>
<trait>
<name>Shifter Names</name>
<text>Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait.
Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
</text>
</trait>
</race>
<race>
<name>Shifter, Longtooth</name>
<size>M</size>
<speed>30</speed>
<ability>Str 2, Dex 1</ability>
<proficiency>Intimidation</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?
Source: Eberron: Rising from the Last War p. 33</text>
</trait>
<trait>
<name>Fierce</name>
<text>You have proficiency in the Intimidation skill.
</text>
</trait>
<trait>
<name>Shifting Feature</name>
<text>While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
</text>
</trait>
<trait>
<name>Age</name>
<text>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
</text>
</trait>
<trait>
<name>Size</name>
<text>Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d8
Height = 4 feet + 6 inches + your size modifier in inches
Weight in pounds = 90 + (2d4 x your size modifier)
</text>
</trait>
<trait>
<name>Speed</name>
<text>Your base walking speed is 30 feet.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Shifting</name>
<text>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
Once you shift, you can't do so again until you finish a short or long rest.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common.
</text>
</trait>
<trait>
<name>The Beast Within</name>
<text>Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.
A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common:
Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned.
Longtooth shifters typically have lupine traits and prefer to run with a pack.
Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.
Wildhunt shifters are born from any creature that tracks its prey.
While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.
</text>
</trait>
<trait>
<name>Similar and Diverse</name>
<text>Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.
The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
</text>
</trait>
<trait>
<name>The Journey Yet to Come</name>
<text>Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.
</text>
</trait>
<trait>
<name>Shifter Names</name>
<text>Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait.
Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
</text>
</trait>
</race>
<race>
<name>Shifter, Swiftstride</name>
<size>M</size>
<speed>30</speed>
<ability>Dex 2, Cha 1</ability>
<proficiency>Acrobatics</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?
Source: Eberron: Rising from the Last War p. 33</text>
</trait>
<trait>
<name>Graceful</name>
<text>You have proficiency in the Acrobatics skill.
</text>
</trait>
<trait>
<name>Shifting Feature</name>
<text>While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.
</text>
</trait>
<trait>
<name>Age</name>
<text>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
</text>
</trait>
<trait>
<name>Size</name>
<text>Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d8
Height = 4 feet + 6 inches + your size modifier in inches
Weight in pounds = 90 + (2d4 x your size modifier)
</text>
</trait>
<trait>
<name>Speed</name>
<text>Your base walking speed is 30 feet.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Shifting</name>
<text>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
Once you shift, you can't do so again until you finish a short or long rest.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common.
</text>
</trait>
<trait>
<name>The Beast Within</name>
<text>Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.
A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common:
Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned.
Longtooth shifters typically have lupine traits and prefer to run with a pack.
Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.
Wildhunt shifters are born from any creature that tracks its prey.
While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.
</text>
</trait>
<trait>
<name>Similar and Diverse</name>
<text>Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.
The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
</text>
</trait>
<trait>
<name>The Journey Yet to Come</name>
<text>Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.
</text>
</trait>
<trait>
<name>Shifter Names</name>
<text>Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait.
Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
</text>
</trait>
</race>
<race>
<name>Shifter, Wildhunt</name>
<size>M</size>
<speed>30</speed>
<ability>Wis 2, Dex 1</ability>
<proficiency>Survival</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?
Source: Eberron: Rising from the Last War p. 33</text>
</trait>
<trait>
<name>Natural Tracker</name>
<text>You have proficiency in the Survival skill.
</text>
</trait>
<trait>
<name>Shifting Feature</name>
<text>While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.
</text>
</trait>
<trait>
<name>Age</name>
<text>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
</text>
</trait>
<trait>
<name>Size</name>
<text>Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d8
Height = 4 feet + 6 inches + your size modifier in inches
Weight in pounds = 90 + (2d4 x your size modifier)
</text>
</trait>
<trait>
<name>Speed</name>
<text>Your base walking speed is 30 feet.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Shifting</name>
<text>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
Once you shift, you can't do so again until you finish a short or long rest.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common.
</text>
</trait>
<trait>
<name>The Beast Within</name>
<text>Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.
A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common:
Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned.
Longtooth shifters typically have lupine traits and prefer to run with a pack.
Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.
Wildhunt shifters are born from any creature that tracks its prey.
While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.
</text>
</trait>
<trait>
<name>Similar and Diverse</name>
<text>Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.
The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
</text>
</trait>
<trait>
<name>The Journey Yet to Come</name>
<text>Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.
</text>
</trait>
<trait>
<name>Shifter Names</name>
<text>Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait.
Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
</text>
</trait>
</race>
<race>
<name>Warforged</name>
<size>M</size>
<speed>30</speed>
<ability>Con 2</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>"Pierce was built by design, while you were built by accident," Lakashtai said. "The soul is what matters, not the shape of the vessel."
"What makes you think he has a soul?" Gerrion said
"What makes you think you do?"
The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning.
Source: Eberron: Rising from the Last War p. 35</text>
</trait>
<trait>
<name>Age</name>
<text>A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
</text>
</trait>
<trait>
<name>Size</name>
<text>Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d6
Height = 5 feet + 10 inches + your size modifier in inches
Weight in pounds = 270 + (4 x your size modifier)
</text>
</trait>
<trait>
<name>Constructed Resilience</name>
<text>You were created to have remarkable fortitude, represented by the following benefits:
• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
• You don't need to eat, drink, or breathe.
• You are immune to disease.
• You don't need to sleep, and magic can't put you to sleep.
</text>
</trait>
<trait>
<name>Sentry's Rest</name>
<text>When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
</text>
</trait>
<trait>
<name>Integrated Protection</name>
<text>Your body has built-in defensive layers, which can be enhanced with armor:
• You gain a +1 bonus to Armor Class.
• You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
• While you live, your armor can't be removed from your body against your will.
</text>
</trait>
<trait>
<name>Specialized Design</name>
<text>You gain one skill proficiency and one tool proficiency of your choice.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one other language of your choice.
</text>
</trait>
<trait>
<name>Living Steel and Stone</name>
<text>Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed.
Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids.
</text>
</trait>
<trait>
<name>Armblade Equipping</name>
<text>An armblade is a weapon designed to integrate with the forearm of a warforged. If youre a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isnt inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.</text>
</trait>
<trait>
<name>Warforged Personality</name>
<text>The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them.
The typical warforged shows little emotion. Many warforged embrace a concrete purpose—such as protecting allies, completing a contract, or exploring a land—and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.
The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity.
The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating.
</text>
</trait>
<trait>
<name>Quirks</name>
<text>Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks.
d8 | Quirk
1 | You analyze—out loud—the potential threat posed by every creature you meet.
2 | You often misread emotional cues.
3 | You are fiercely protective of your friends.
4 | You try to apply wartime discipline to every situation.
5 | You don't know how to filter your feelings and are prone to dramatic emotional outbursts.
6 | You don't understand clothing beyond its utility and assume it denotes a person's function.
7 | You are obsessed with your appearance and constantly polish and buff yourself.
8 | War is the only thing that makes sense to you, and you're always looking for a fight.
</text>
</trait>
<trait>
<name>Warforged Names</name>
<text>Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.
Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall
</text>
</trait>
</race>
<race>
<name>Changeling</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. "I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed." Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away and they could be whoever they wanted to be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still.
Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion.
Source: Eberron: Rising from the Last War p. 17</text>
</trait>
<trait>
<name>Age</name>
<text>Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Changelings tend toward pragmatic neutrality, and few changelings embrace evil.
</text>
</trait>
<trait>
<name>Size</name>
<text>Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d4
Height = 5 feet + 1 inch + your size modifier in inches
Weight in pounds = 115 + (2d4 x your size modifier)
</text>
</trait>
<trait>
<name>Shapechanger</name>
<text>As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
</text>
</trait>
<trait>
<name>Changeling Instincts</name>
<text>You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and two other languages of your choice.
</text>
</trait>
<trait>
<name>A Hidden People</name>
<text>Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and communities, but most prefer to wander the unpredictable path of the god known as the Traveler.
In creating a changeling adventurer, consider the character's relationships with people around them. Does the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions?
</text>
</trait>
<trait>
<name>Masks and Personas</name>
<text>In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.
Personas can be shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users.
</text>
</trait>
<trait>
<name>Changeling Names</name>
<text>A changeling might use a different name for each mask and persona and adopt new names as easily as they change faces. The true name of a changeling tends to be simple and monosyllabic; however, there are often accents to a changeling's name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one is Jin-with-vivid-blue-eyes and one is Jin-with-golden-nails.
Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many.
Changeling Names: Aunn, Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug
</text>
</trait>
</race>
<!-- Classes -->
<class>
<name>Artificer</name>
<hd>8</hd>
<proficiency>Constitution, Intelligence, Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand</proficiency>
<spellAbility>Intelligence</spellAbility>
<numSkills>2</numSkills>
<armor>light armor, medium armor, shields</armor>
<weapons>simple weapons</weapons>
<tools>Thieves' tools, tinker's tools, one type of artisan's tools of your choice</tools>
<wealth>5d4x10</wealth>
<autolevel level="1">
<feature optional="YES">
<name>Starting Artificer</name>
<text>As a 1st-level Artificer, you begin play with 8+your Constitution modifier hit points.</text>
<text> </text>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>• Armor: light armor, medium armor, shields</text>
<text>• Weapons: simple weapons</text>
<text>• Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice</text>
<text>• Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Slight of Hand</text>
<text> </text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• any two simple weapons of your choice</text>
<text>• a light crossbow and 20 bolts</text>
<text>• your choice of studded leather armor or scale mail</text>
<text>• thieve's tool and a dungeoneer's pack</text>
<text> </text>
<text>Alternatively, you may start with 5d4x10 gp and choose your own equipment.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 54</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Artificer</name>
<text>To multiclass as an Artificer, you must meet the following prerequisites:</text>
<text>• Intelligence 13</text>
<text> </text>
<text>You gain the following proficiencies:</text>
<text>• light armor, medium armor, sheilds, thieves' tools, tinker's tools</text>
<text> </text>
<text>Spell Slots:</text>
<text>Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 54</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Optional Rule: Firearm Proficiency</name>
<text>The secrets of creating and operating gunpowder weapons have been discovered in various corners of the Dungeons and Dragons multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Masters Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 54
Player's Handbook, p. 163
</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Magical Tinkering</name>
<text>At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinkers tools or other artisans tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:</text>
<text>• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.</text>
<text>• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.</text>
<text>• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.</text>
<text>• A static visual effect appears on one of the objects surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.</text>
<text> </text>
<text>The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.</text>
<text> </text>
<text>You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 55</text>
</feature>
</autolevel>
<autolevel level="1">
<slots>2, 2</slots>
</autolevel>
<autolevel level="1">
<feature>
<name>Spellcasting</name>
<text>You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.</text>
<text> </text>
<text>Tools Required:</text>
<text>You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.</text>
<text> </text>
<text>After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.</text>
<text> </text>
<text>The Magic of Artifice:</text>
<text>As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.</text>
<text> </text>
<text>The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy. Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters. </text>
<text> </text>
<text>Cantrips:</text>
<text>At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. </text>
<text> </text>
<text>Preparing and Casting Spells:</text>
<text>The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.</text>
<text> </text>
<text>You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.</text>
<text> </text>
<text>For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.</text>
<text> </text>
<text>You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.</text>
<text> </text>
<text>Spellcasting Ability:</text>
<text>Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.</text>
<text> </text>
<text> Spell save DC = 8 + your proficiency bonus + your Intelligence modifier</text>
<text> Spell attack modifier = your proficiency bonus + your Intelligence modifier </text>
<text> </text>
<text>Ritual Casting:</text>
<text>You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. </text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 55</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>2, 2</slots>
</autolevel>
<autolevel level="2">
<feature>
<name>Infuse Item</name>
<text>At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.</text>
<text> </text>
<text>Infusions Known:</text>
<text>When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.</text>
<text> </text>
<text>Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. </text>
<text> </text>
<text>Artificer Infusions:</text>
<text>Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete. The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level. Unless an infusion's description says otherwise, you can't learn an infusion more than once.</text>
<text> </text>
<text>Infusing an Item:</text>
<text>Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide). </text>
<text> </text>
<text>Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. </text>
<text> </text>
<text>You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 56</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>2, 3</slots>
<feature>
<name>Artificer Specialist</name>
<text>At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 57</text>
</feature>
<feature optional="YES">
<name>Artificer Specialist: Alchemist</name>
<text>An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. </text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 58</text>
</feature>
<feature optional="YES">
<name>Tool Proficiency (Alchemist)</name>
<text>When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. </text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 58</text>
</feature>
<feature optional="YES">
<name>Alchemist Spells (Alchemist)</name>
<text> Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. </text>
<text> </text>
<text> 3rd - healing word, ray of sickness </text>
<text> 5th - flaming sphere, Melf's acid arrow </text>
<text> 9th - gaseous form, mass healing word </text>
<text> 13th - blight, death ward </text>
<text> 17th - cloudkill, raise dead </text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 58</text>
</feature>
<feature optional="YES">
<name>Experimental Elixir (Alchemist)</name>
<text> Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. </text>
<text> </text>
<text> Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. </text>
<text> </text>
<text> When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask. </text>
<text> </text>
<text> You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table. </text>
<text> </text>
<text> 1 - Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. </text>
<text> 2 - Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.</text>
<text> 3 - Resilience. The drinker gains a +1 bonus to AC for 10 minutes.</text>
<text> 4 - Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.</text>
<text> 5 - Flight. The drinker gains a flying speed of 10 feet for 10 minutes.</text>
<text> 6 - Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 58</text>
</feature>
<feature optional="YES">
<name>Artificer Specialist: Artillerist</name>
<text>An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.</text>
<text></text>
<text>The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 58</text>
</feature>
<feature optional="YES">
<name>Tool Proficiency (Artillerist)</name>
<text>When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 59</text>
</feature>
<feature optional="YES">
<name>Artillerist Spells (Artillerist)</name>
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
<text> </text>
<text>3rd - shield, thunderwave</text>
<text>5th - scorching ray, shatter</text>
<text>9th - fireball, wind wall</text>
<text>13th - ice storm, wall of fire</text>
<text>17th - cone of cold, wall of force</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 59</text>
</feature>
<feature optional="YES">
<name>Eldritch Cannon (Artillerist)</name>
<text>At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.</text>
<text> </text>
<text>Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.</text>
<text> </text>
<text>The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.</text>
<text></text>
<text>When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.</text>
<text> </text>
<text>Flamethrower:</text>
<text>The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.</text><text></text>
<text> </text>
<text>Force Ballista:</text>
<text>Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.</text><text></text>
<text> </text>
<text>Protector:</text>
<text>The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 59</text>
</feature>
<feature optional="YES">
<name>Artificer Specialist: Battle Smith</name>
<text>Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.</text>
<text> </text>
<text>Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 61</text>
<text> </text>
</feature>
<feature optional="YES">
<name>Tool Proficiency (Battle Smith)</name>
<text>When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 59</text>
</feature>
<feature optional="YES">
<name>Battle Smith Spells (Battle Smith)</name>
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
<text> </text>
<text>3rd - heroism, shield</text>
<text>5th - branding smite, warding bond</text>
<text>9th - aura of vitality, conjure barrage</text>
<text>13th - aura of purity, fire shield</text>
<text>17th - banishing smite, mass cure wounds</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 59</text>
</feature>
<feature optional="YES">
<name>Battle Ready (Battle Smith)</name>
<text>When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:</text>
<text> • You gain proficiency with martial weapons.</text>
<text> • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 59</text>
</feature>
<feature optional="YES">
<name>Steel Defender (Battle Smith)</name>
<text>By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.</text>
<text> </text>
<text>In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.</text>
<text> </text>
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.</text>
<text> </text>
<text>At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 59</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>The Right Tool for the Job</name>
<text>At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 57</text>
</feature>
</autolevel>
<autolevel level="4">
<slots>2, 3</slots>
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> </text>
<text>If your DM allows the use of feats, you may instead take a feat.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 57</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>2, 4, 2</slots>
<feature>
<name>Artificer Specialist Feature</name>
<text>At 5th level, you gain a feature granted by your Artificer Specialist choice.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 57</text>
</feature>
<feature optional="YES">
<name>Alchemical Savant (Alchemist)</name>
<text>At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemists supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 58</text>
</feature>
<feature optional="YES">
<name>Arcane Firearm (Artillerist)</name>
<text>At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.</text>
<text> </text>
<text>You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 60</text>
</feature>
<feature optional="YES">
<name>Extra Attack (Battle Smith)</name>
<text>Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 61</text>
</feature>
</autolevel>
<autolevel level="6">
<slots>2, 4, 2</slots>
<feature>
<name>Tool Expertise</name>
<text>Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 57</text>
</feature>
</autolevel>
<autolevel level="7">
<slots>2, 4, 3</slots>
<feature>
<name>Flash of Genius</name>
<text>Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.</text>
<text> </text>
<text>You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 57</text>
</feature>
</autolevel>
<autolevel level="8">
<slots>2, 4, 3</slots>
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> </text>
<text>If your DM allows the use of feats, you may instead take a feat.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 57</text>
</feature>
</autolevel>
<autolevel level="9">
<slots>2, 4, 3, 2</slots>
<feature optional="YES">
<name>Restorative Reagents (Alchemist)</name>
<text>Starting at 9th level, you can incorporate restorative reagents into some of your works:</text>
<text> </text>
<text>• Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).</text>
<text>• You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 59</text>
</feature>
<feature optional="YES">
<name>Explosive Cannon (Artillerist)</name>
<text>Starting at 9th level, every eldritch cannon you create is more destructive:</text>
<text> </text>
<text>• The cannon's damage rolls all increase by 1d8.</text>
<text>• As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 60</text>
</feature>
<feature optional="YES">
<name>Arcane Jolt (Battle Smith)</name>
<text>At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:</text>
<text> </text>
<text>• The target takes an extra 2d6 force damage.</text>
<text>• Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.</text>
<text> </text>
<text>You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 61</text>
</feature>
</autolevel>
<autolevel level="10">
<slots>3, 4, 3, 2</slots>
<feature>
<name>Magic Item Adept</name>
<text>When you reach 10th level, you achieve a profound understanding of how to use and make magic items:</text>
<text> </text>
<text>• You can attune to up to four magic items at once.</text>
<text>• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 57</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>3, 4, 3, 3</slots>
<feature>
<name>Spell-Storing Item</name>
<text>At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).</text>
<text> </text>
<text>While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 58</text>
</feature>
</autolevel>
<autolevel level="12">
<slots>3, 4, 3, 3</slots>
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> </text>
<text>If your DM allows the use of feats, you may instead take a feat.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 57</text>
</feature>
</autolevel>
<autolevel level="13">
<slots>3, 4, 3, 3, 1</slots>
</autolevel>
<autolevel level="14">
<slots>4, 4, 3, 3, 1</slots>
<feature>
<name>Magic Item Savant</name>
<text>At 14th level, your skill with magic items deepens more:</text>
<text> </text>
<text>• You can attune to up to five magic items at once.</text>
<text>• You ignore all class, race, spell, and level requirements on attuning to or using a magic item.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 58</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>4, 4, 3, 3, 2</slots>
<feature optional="YES">
<name>Chemical Mastery (Alchemist)</name>
<text>By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:</text>
<text> </text>
<text>• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.</text>
<text>• You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 59</text>
</feature>
<feature optional="YES">
<name>Fortified Position (Artillerist)</name>
<text>Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:</text>
<text> </text>
<text>• You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.</text>
<text>• You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 60</text>
</feature>
<feature optional="YES">
<name>Improved Defender (Battle Smith)</name>
<text>At 15th level, your Arcane Jolt and steel defender become more powerful:</text>
<text> </text>
<text>• The extra damage and the healing of your Arcane Jolt both increase to 4d6.</text>
<text>• Your steel defender gains a +2 bonus to Armor Class.</text>
<text>• Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier. </text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 61</text>
</feature>
</autolevel>
<autolevel level="16">
<slots>4, 4, 3, 3, 2</slots>
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> </text>
<text>If your DM allows the use of feats, you may instead take a feat.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 57</text>
</feature>
</autolevel>
<autolevel level="17">
<slots>4, 4, 3, 3, 3, 1</slots>
</autolevel>
<autolevel level="18">
<slots>4, 4, 3, 3, 3, 1</slots>
<feature>
<name>Magic Item Master</name>
<text>Starting at 18th level, you can attune to up to six magic items at once.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 58</text>
</feature>
</autolevel>
<autolevel level="19">
<slots>4, 4, 3, 3, 3, 2</slots>
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text> </text>
<text>If your DM allows the use of feats, you may instead take a feat.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 57</text>
</feature>
</autolevel>
<autolevel level="20">
<slots>4, 4, 3, 3, 3, 2</slots>
<feature>
<name>Soul of Artifice</name>
<text>At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:</text>
<text> </text>
<text>• You gain a +1 bonus to all saving throws per magic item you are currently attuned to.</text>
<text>• If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.</text>
<text> </text>
<text>Source: Eberron Rising From the Last War, p. 58</text>
</feature>
</autolevel>
</class>
<!-- Feats -->
<feat>
<name>Revenant Blade</name>
<prerequisite>Elf</prerequisite>
<text>You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:
 Increase your Strength or Dexterity score by 1, to a maximum of 20
 While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.
 A double-bladed scimitar has the finesse property when you wield it.
Source: Eberron: Rising from the Last War p. 22</text>
</feat>
<feat>
<name>Aberrant Dragonmark</name>
<prerequisite></prerequisite>
<text>You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
 You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
 When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
You also develop a random flaw from the Aberrant Dragonmark Flaws table.
d8 | Flaw
1 | Your mark is a source of constant physical pain.
2 | Your mark whispers to you. Its meaning can be unclear.
3 | When you're stressed, the mark hisses audibly.
4 | The skin around the mark is burned, scaly, or withered.
5 | Animals are uneasy around you.
6 | You have a mood swing any time you use your mark.
7 | Your looks change slightly whenever you use the mark.
8 | You have horrific nightmares after you use your mark.
Source: Eberron: Rising from the Last War p. 52</text>
<modifier category="ability score">Constitution +1</modifier>
</feat>
<!-- Backgrounds -->
<background>
<name>House Agent</name>
<proficiency>Investigation, Persuasion</proficiency>
<trait>
<name>Description</name>
<text>You have sworn fealty to a dragonmarked house. If you have a dragonmark, you're likely a member of one of the house's influential families; otherwise you're an outsider who hopes to make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative.
• Skill Proficiencies: Investigation, Persuasion
• Tool Proficiency: Two proficiencies from the House Tool Proficiencies table
• Equipment: A set of fine clothes, house signet ring, identification papers, and a purse containing 20 gp.
Your House | Proficiencies
Cannith | Alchemist's supplies and tinker's tools
Deneith | One gaming set and vehicles (land)
Ghallanda | Brewer's supplies and cook's utensils
Jorasco | Alchemist's supplies and herbalism kit
Kundarak | Thieves' tools and tinker's tools
Lyrandar | Navigator's tools and vehicles (sea and air)
Medani | Disguise kit and thieves' tools
Orien | One gaming set and vehicles (land)
Phiarlan | Disguise kit and one musical instrument
Sivis | Calligrapher's supplies and forgery kit
Tharashk | One gaming set and thieves' tools
Thuranni | One musical instrument and poisoner's kit
Vadalis | herbalism kit and vehicles (land)
Source: Eberron: Rising from the Last War p. 53</text>
</trait>
<trait>
<name>Role</name>
<text>You always gather information for your house, but when a baron give you a specific mission, what sort of work do you do? The House Agent Role table gives possibilities.
d8 | Role
1 | Acquisition
2 | Investigation
3 | Research &amp; Development
4 | Security
5 | Intimidation
6 | Exploration
7 | Negotiation
8 | Covert Operations
</text>
</trait>
<trait>
<name>Feature: House Connections</name>
<text>As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>House agents are diverse. Consider the house you serve and the work you do when choosing characteristics.
d6 | Personality Trait
1 | I'm always looking to improve efficiency.
2 | I love to share trivia about my house's business.
3 | I never forget an insult against me or my house.
4 | I'm enthusiastic about everything my house does.
5 | I represent my house and take pride in my looks.
6 | I'm critical of monarchies and limits on the houses.
d6 | Ideal
1 | Common Good. My house serves a vital function, and its prosperity will help everyone. (Good)
2 | Tradition. I uphold traditions of my house and bring honor to my family. (Lawful)
3 | Innovation. Abandon old traditions and find better ways to do things. (Chaotic)
4 | Power. I want to ensure the prosperity of my house and wield its power myself. (Evil)
5 | Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any)
6 | Comfort. I want to ensure that me and mine enjoy the best things in life. (Any)
d6 | Bond
1 | My house is my family. I would do anything for it.
2 | I love someone from another house, but the relationship is forbidden.
3 | Someone I love was killed by a rival faction within my house, and I will have revenge.
4 | I don't care about the house as a whole, but I would do anything for my old mentor.
5 | My house must evolve, and I'll lead the evolution.
6 | I'm determined to impress the leaders of my house, and to become a leader myself.
d6 | Flaw
1 | I'm fixated on following official protocols.
2 | I'm obsessed with conspiracy theories and worried about secret societies and hidden demons.
3 | My house and bloodline make me the best!
4 | My secret could get me expelled from my house.
5 | My religious beliefs aren't widespread in my house.
6 | I'm working for a hidden faction in my house that gives me secret assignments.
</text>
</trait>
</background>
<!-- Spells -->
<spell>
<name>Absorb Elements</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Acid Splash</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Aid</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Alarm</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Alter Self</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Animate Objects</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Arcane Eye</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Arcane Lock</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Bigby's Hand</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Blink</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Blur</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Catapult</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Catnap</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Continual Flame</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Create Bonfire</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Create Food and Water</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Creation</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Cure Wounds</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Dancing Lights</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Darkvision</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Detect Magic</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Disguise Self</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Dispel Magic</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Elemental Bane</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Elemental Weapon</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Enhance Ability</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Enlarge/Reduce</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Expeditious Retreat</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Fabricate</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Faerie Fire</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>False Life</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Feather Fall</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Fire Bolt</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Flame Arrows</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Fly</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Freedom of Movement</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Frostbite</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Glyph of Warding</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Grease</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Greater Restoration</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Guidance</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Haste</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Heat Metal</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Identify</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Invisibility</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Jump</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Leomund's Secret Chest</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Lesser Restoration</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Levitate</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Light</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Longstrider</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Mage Hand</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Magic Mouth</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Magic Stone</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Magic Weapon</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Mending</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Message</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Mordenkainen's Faithful Hound</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Mordenkainen's Private Sanctum</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Otiluke's Resilient Sphere</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Poison Spray</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Prestidigitation</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Protection from Energy</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Protection from Poison</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Purify Food and Drink</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Pyrotechnics</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Ray of Frost</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Resistance</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Revivify</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Rope Trick</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Sanctuary</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>See Invisibility</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Shocking Grasp</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Skill Empowerment</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Skywrite</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Snare</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Spare the Dying</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Spider Climb</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Stone Shape</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Stoneskin</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Thorn Whip</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Thunderclap</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Tiny Servant</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Transmute Rock</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Wall of Stone</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Water Breathing</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Water Walk</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Web</name>
<classes>Artificer</classes>
</spell>
<!-- Infusions -->
<spell>
<name>Infusion: Enhanced Defense</name>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>touch</range>
<components>V,S,M</components>
<duration></duration>
<classes>Artificer Infusions</classes>
<text>A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.</text>
<text/>
<text>Requirements: A suit of armor or a shield.</text>
</spell>
<spell>
<name>Infusion: Enhanced Weapon</name>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>touch</range>
<components>V,S,M</components>
<duration></duration>
<classes>Artificer Infusions</classes>
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.</text>
<text/>
<text>Requirements: A simple or martial weapon</text>
</spell>
<spell>
<name>Infusion: Repeating Shot</name>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>touch</range>
<components>V,S,M</components>
<duration></duration>
<classes>Artificer Infusions</classes>
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it when it&#39;s used to make a ranged attack, and it ignores the loading property if it has it.</text>
<text/>
<text>If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.</text>
<text/>
<text>Requirements: A simple or martial weapon with the ammunition property (requires attunement)</text>
<text/>
</spell>
<spell>
<name>Infusion: Replicate Magic Item</name>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>touch</range>
<components>V,S,M</components>
<duration></duration>
<classes>Artificer Infusions</classes>
<text>Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table&#39;s title tells you the level you must be in the class to choose an item from the table. (Table Not Yet Added)</text>
<text/>
<text>In the tables, an item&#39;s entry tells you whether the item requires attunement. See the item&#39;s description in the Dungeon Master&#39;s Guide for more information about it, including the type of object required for its making. If you have Xanathar&#39;s Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.</text>
<text/>
</spell>
<spell>
<name>Infusion: Boots Of The Winding Path (Level 6)</name>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>touch</range>
<components>V,S,M</components>
<duration></duration>
<classes>Artificer Infusions</classes>
<text>While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.</text>
<text/>
<text>Requirements: Pair of Boots (requires attunement)</text>
<text/>
</spell>
<spell>
<name>Infusion: Homunclus Servant (Level 6)</name>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>touch</range>
<components>V,S,M</components>
<duration></duration>
<classes>Artificer Infusions</classes>
<text>You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature&#39;s heart, around which the creature&#39;s body instantly forms.</text>
<text/>
<text>You determine the homunculus&#39;s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature&#39;s game statistics in the Homunculus Servant stat block.</text>
<text/>
<text>In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.</text>
<text/>
<text>The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.</text>
<text/>
<text>Requirements: A gem worth at least 100 gp or a dragonshard</text>
<text/>
</spell>
<spell>
<name>Infusion: Radiant Weapon (Level 6)</name>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>touch</range>
<components>V,S,M</components>
<duration></duration>
<classes>Artificer Infusions</classes>
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.</text>
<text/>
<text>The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker&#39;s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.</text>
<text/>
<text>Requirements: A simple or martial weapon (requires attunement)</text>
<text/>
</spell>
<spell>
<name>Infusion: Repulsion Shield (Level 6)</name>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>touch</range>
<components>V,S,M</components>
<duration></duration>
<classes>Artificer Infusions</classes>
<text>A creature gains a +1 bonus to Armor Class while wielding this shield.</text>
<text/>
<text>The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield&#39;s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.</text>
<text/>
<text>Requirements: A shield (requires attunement)</text>
<text/>
</spell>
<spell>
<name>Infusion: Resistance Armor (Level 6)</name>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>touch</range>
<components>V,S,M</components>
<duration></duration>
<classes>Artificer Infusions</classes>
<text>While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.</text>
<text/>
<text>Requirements: A suit of armor (requires attunement)</text>
<text/>
</spell>
<spell>
<name>Infusion: Returning Weapon (Level 6)</name>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>touch</range>
<components>V,S,M</components>
<duration></duration>
<classes>Artificer Infusions</classes>
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielders hand immediately after it is used to make a ranged attack. The bonus increases to +2 when you reach 10th level in this class.</text>
<text/>
<text>Requirements: A simple or martial weapon with the thrown property</text>
<text/>
</spell>
<!-- Monsters -->
<monster>
<name>Belashyrra</name>
<size>M</size>
<type>aberration</type>
<alignment>Chaotic Evil</alignment>
<ac>19 (natural armor)</ac>
<hp>304 (32d8+160)</hp>
<speed>walk 40 ft., fly 40 ft.</speed>
<str>24</str>
<dex>21</dex>
<con>20</con>
<int>25</int>
<wis>22</wis>
<cha>23</cha>
<save>Int +14, Wis +13, Cha +13</save>
<skill>Arcana +14, Perception +13</skill>
<passive>23</passive>
<languages>Deep Speech, telepathy 120 ft.</languages>
<cr>22</cr>
<resist>poison, psychic</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, exhaustion, frightened, poisoned, prone</conditionImmune>
<senses>truesight 120 ft.</senses>
<trait>
<name>Alien Mind</name>
<text>If a creature tries to read Belashyrra's thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</trait>
<trait>
<name>Eye Thief</name>
<text>Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within 120 feet of it, as though it were in that creature's space.</text>
</trait>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If Belashyrra fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>Belashyrra has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Regeneration</name>
<text>Belashyrra regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
</trait>
<trait>
<name>Teleport</name>
<text>As a bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Belashyrra makes two attacks with its claws and uses its Eye Ray once.</text>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 17 (3d6 + 7) slashing damage.</text>
<attack>Claw|14|3d6+7</attack>
</action>
<action>
<name>Eye Ray</name>
<text>Belashyrra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it:</text>
</action>
<action>
<name>1</name>
<text>Psyche-Reconstruction Ray. The target must make a DC 22 Wisdom saving throw, taking 49 (9d10) psychic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it dies and transforms into a spectator under Belashyrra's control and acts immediately after Belashyrra in the initiative order. The target can't be returned to its original form by any means short of a wish spell.</text>
</action>
<action>
<name>2</name>
<text>Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1 minute or until the target takes damage. Belashyrra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey.</text>
</action>
<action>
<name>3</name>
<text>Mind-Weakening Ray. The target must succeed on a DC 22 Intelligence saving throw or take 36 (8d8) psychic damage and be unable to cast spells or activate magic items for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<action>
<name>4</name>
<text>Blinding Ray. The target and each creature within 10 feet of it must succeed on a DC 22 Constitution saving throw or take 19 (3d12) radiant damage and be blinded for 1 minute. Until this blindness ends, Belyshyrra can see through the blinded creature's eyes. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<legendary>
<text>Belashyrra can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Belashyrra regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Claw</name>
<text>Belashyrra makes one claw attack.</text>
</legendary>
<legendary>
<name>Implant Fear (Costs 2 Actions)</name>
<text>Belashyrra targets a creature it can see within 60 feet of it. The target must succeed on a DC 22 Wisdom saving throw or take 22 (4d10) psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Belashyrra.</text>
</legendary>
<legendary>
<name>Rend Reality (Costs 3 Actions)</name>
<text>Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12) force damage and gain one level of exhaustion.</text>
</legendary>
<legendary>
<name>Lair Actions</name>
<text>While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:</text>
<text>• An eye opens on a solid surface within 60 feet of Belashyrra. One random eye ray of Belashyrra's shoots from that eye at a target of Belashyrra's choice that it can see. The eye then closes and disappears.</text>
<text>• Belashyrra creates a wave of madness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Belashyrra's choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<text>• Belashyrra taps into the eyesight of creatures in its lair and alters their perception. Each creature of Belashyrra's choice in the lair must make a DC 22 Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their actual locations, imposing disadvantage on the creature's attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this lair action for the next 24 hours.</text>
</legendary>
<legendary>
<name>Regional Effects</name>
<text>Belashyrra's lair is known to touch remote areas of the Shadow Marches and caverns below Xen'drik. A region containing a passage to Belashyrra's lair is warped by its magic, which creates one or more of the following effects:</text>
<text>• Creatures within 1 mile of the passage sometimes feel as if they're being watched.</text>
<text>• Beasts that live within 5 miles of the passage undergo magical transmutation, growing eyes or eyestalks that Belashyrra can see through.</text>
<text>• A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of madness (see "Madness of Belashyrra" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</text>
<text>If Belashyrra dies, these effects fade over the course of 1d10 days.</text>
</legendary>
<description>Dreadful Visions:
The madness of Belashyrra is tied to sight: images that can't be unseen, horrific hallucinations, the fear of blindness and of being watched—or realizing that something else is using your eyes. Belashyrra can force its victims to question whether what they perceive is real, or can fill their world with such terrors that they willingly blind themselves to escape.
Belashyrra sees mortals as raw materials to be exploited or insects to be exterminated. However, the Lord of Eyes has been known to take an interest in specific mortals. Belashyrra's warlocks serve as its envoys in the world and are often directed to seek out creatures and sites that the daelkyr wishes to see through their eyes.
Belashyrra's Cults:
The Lord of Eyes has followers across Khorvaire, and its cults are typically driven by mad visions. Devoted cultists can grow eyes in unusual locations, and might have darkvision or other supernatural abilities when they view the world through those eyes. Beholderkin often advise or lead Belashyrra's cults, and cultists typically treat these aberrations as divine beings.
Belashyrra's Lair
Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and liquid expanses, thousands of eyes of every size and shape peer into the endless darkness. Beholders, dolgrims, and stranger aberrations dwell within the halls of the citadel, which is one of the few places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only to the Lord of Eyes. It's rumored that anyone who sits on the citadel's throne can see through the eyes of any sentient creature on Eberron or in Khyber. If encountered in its lair, Belashyrra has a challenge rating of 23 (50,000 XP).
Madness of Belashyrra
If a creature goes mad in Belashyrra's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Belashyrra table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness.
Source: Eberron: Rising from the Last War p. 286</description>
<environment></environment>
</monster>
<monster>
<name>Bone Knight</name>
<size>M</size>
<type>humanoid (any race)</type>
<alignment>Any Non-Good Alignment</alignment>
<ac>20 (bonecraft armour)</ac>
<hp>84 (13d8+26)</hp>
<speed>walk 30 ft.</speed>
<str>18</str>
<dex>13</dex>
<con>14</con>
<int>12</int>
<wis>14</wis>
<cha>16</cha>
<save>Wis +5, Cha +6</save>
<skill>Athletics +7, Deception +6, Intimidation +6</skill>
<passive>12</passive>
<languages>any one language (usually Common)</languages>
<cr>5</cr>
<resist>necrotic, poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Commander of Bones</name>
<text>As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target must obey the knight's commands until the 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.</text>
</trait>
<trait>
<name>Master of the Pallid Banner</name>
<text>While within 60 feet of the knight, any undead ally of the knight has advantage on saving throws against any effect that turns undead.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The knight attacks twice with one of its weapons.</text>
</action>
<action>
<name>Greatsword</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
<attack>Greatsword|7|2d6+4</attack>
</action>
<action>
<name>Longbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.</text>
<attack>Longbow|4|1d8+1</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>The knight is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following paladin spells prepared:</text>
<text>• 1st level (4 slots): command, compelled duel, hellish rebuke, wrathful smite</text>
<text>• 2nd level (3 slots): branding smite, crown of madness, darkness, find steed, magic weapon</text>
</trait>
<slots>4, 3</slots>
<spells>command, compelled duel, hellish rebuke, wrathful smite, branding smite, crown of madness, darkness, find steed, magic weapon</spells>
<description>Bone knights are the champions of the Order of the Emerald 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 Patriots:
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless 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 divine gifts, allowing them to command units of mindless undead. Bonecraft armor can't be removed without killing 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 enemies of Karrnath. In the last decade, King Kaius III of Karrnath has done much to ensure a peaceful end to the Last War. Under the terms of the Treaty of Thronehold, Kaius 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 armor 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.
Source: Eberron: Rising from the Last War p. 316</description>
<environment></environment>
</monster>
<monster>
<name>Changeling</name>
<size>M</size>
<type>humanoid (changeling, shapechanger)</type>
<alignment>Any alignment</alignment>
<ac>13 (leather armor)</ac>
<hp>22 (4d8+4)</hp>
<speed>walk 30 ft.</speed>
<str>8</str>
<dex>15</dex>
<con>12</con>
<int>14</int>
<wis>10</wis>
<cha>16</cha>
<save></save>
<skill>Acrobatics +4, Deception +5, Insight +2, Perception +2, Persuasion +5</skill>
<passive>12</passive>
<languages>Common, Dwarvish, Elvish, Halfling, Thieves' cant</languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Change Appearance</name>
<text>The changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The changeling makes two attacks with its dagger.</text>
</action>
<action>
<name>Dagger</name>
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
<attack>Dagger|4|1d4+2</attack>
</action>
<action>
<name>Unsettling Visage (Recharges after a Short or Long Rest)</name>
<text>Each creature within 30 feet of the changeling must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<description>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 personas, each with a developed history and a network of friends and acquaintances.
Source: Eberron: Rising from the Last War p. 317</description>
<environment></environment>
</monster>
<monster>
<name>Clawfoot</name>
<size>M</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>13</ac>
<hp>19 (3d8+6)</hp>
<speed>walk 40 ft.</speed>
<str>12</str>
<dex>16</dex>
<con>14</con>
<int>4</int>
<wis>12</wis>
<cha>10</cha>
<save></save>
<skill>Perception +3, Stealth +5</skill>
<passive>13</passive>
<languages></languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Pack Tactics</name>
<text>The clawfoot has advantage on an attack roll against a creature if at least one of the clawfoot's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
</trait>
<trait>
<name>Pounce</name>
<text>If the clawfoot moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the clawfoot can make one bite attack against it as a bonus action.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The clawfoot makes two attacks: one with its bite and one with its claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
<attack>Bite|5|1d8+3</attack>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.</text>
<attack>Claws|5|1d8+3</attack>
</action>
<description>Clawfoot dinosaurs are two-legged saurians with sharp teeth and toe claws that resemble deadly sickles. They are imposing creatures, about the size of a tall human, and are fierce enough to take down even larger prey.
In the wild, an untrained clawfoot can easily hold its own in combat, but they are even fiercer when hunting in packs. Their instinct for pack structure has made these dinosaurs a traditional war mount for the halflings of the Talenta Plains, with clawfoots quickly and eagerly responding to training and control.
Dinosaurs are widespread on Eberron, particularly in Q'barra, the Talenta Plains, Xen'drik, and Argonnessen. Smaller dinosaurs are the rule in Q'barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts.
Source: Eberron: Rising from the Last War p. 289, Wayfinder's Guide to Eberron p. 81</description>
<environment></environment>
</monster>
<monster>
<name>Corrin Delmaco</name>
<size>S</size>
<type>humanoid (halfling)</type>
<alignment>Any alignment</alignment>
<ac>12</ac>
<hp>21 (6d6)</hp>
<speed>walk 25 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>10</con>
<int>12</int>
<wis>14</wis>
<cha>16</cha>
<save></save>
<skill>Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4</skill>
<passive>16</passive>
<languages>any two languages</languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Cunning Action</name>
<text>On each of its turns, Corrin can use a bonus action to take the Dash, Disengage, or Hide action.</text>
</trait>
<trait>
<name>Sneak Attack (1/Turn)</name>
<text>Corrin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Corrin that isn't incapacitated and Corrin doesn't have disadvantage on the attack roll.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Corrin makes two melee attacks.</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hand Crossbow|4|1d6+2</attack>
</action>
<description>Source: Eberron: Rising from the Last War p. 271</description>
<environment></environment>
</monster>
<monster>
<name>Dolgaunt</name>
<size>M</size>
<type>aberration</type>
<alignment>Lawful Evil</alignment>
<ac>16 (Unarmored Defense)</ac>
<hp>33 (6d8+6)</hp>
<speed>walk 40 ft.</speed>
<str>14</str>
<dex>18</dex>
<con>12</con>
<int>13</int>
<wis>14</wis>
<cha>11</cha>
<save></save>
<skill>Acrobatics +6, Perception +4, Stealth +6</skill>
<passive>14</passive>
<languages>Deep Speech, Goblin</languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>blinded</conditionImmune>
<senses>blindsight 120 ft. (blind beyond this radius)</senses>
<trait>
<name>Evasion</name>
<text>If the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.</text>
</trait>
<trait>
<name>Unarmored Defense</name>
<text>While the dolgaunt is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The dolgaunt makes two tentacle attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain.</text>
</action>
<action>
<name>Tentacle</name>
<text>Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 7 (1d6 + 4) bludgeoning damage. The target is grappled (escape DC 12) if it is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has two tentacles.</text>
<attack>Tentacle|6|1d6+4</attack>
</action>
<action>
<name>Unarmed Strike</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) bludgeoning damage.</text>
<attack>Unarmed Strike|6|1d4+4</attack>
</action>
<action>
<name>Vitality Drain</name>
<text>One creature grappled by a tentacle of the dolgaunt must make a DC 11 Constitution saving throw. On a failed save, the target takes 9 (2d8) necrotic damage, and the dolgaunt regains a number of hit points equal to half the necrotic damage taken.</text>
</action>
<description>Dolgaunts are emaciated hobgoblins with disease-hued flesh. Their eye sockets gape open and empty above a mouth with a wormlike tongue. Writhing cilia cover their bodies, with longer tendrils around their heads and two wiry tentacles protruding from their bare shoulders. A dolgaunt is blind but can perceive its surroundings through the sensitive cilia that cover its skin. It can also absorb life through its tentacles, allowing it to drain the vitality out of any creature it touches.
Warped by Chaos:
When the daelkyr emerged from Xoriat to conquer Khorvaire, they captured and transformed that land's indigenous creatures to create armies of hideous warriors. Dyrrn the Corruptor shaped dolgaunts from hobgoblin stock, turning them into intelligent, cold, and efficient killers.
When the daelkyr were defeated, the dolgaunts descended into the depths of Khyber with their masters. There, they study in cavernous monasteries, forging their bodies into living weapons dedicated to the missions given them by those masters. Dolgaunts are often found commanding squads of dolgrims, and can also be found working with the Cults of the Dragon Below—particularly those devoted to Dyrrn the Corruptor.
Source: Eberron: Rising from the Last War p. 290</description>
<environment></environment>
</monster>
<monster>
<name>Dolgrim</name>
<size>S</size>
<type>aberration</type>
<alignment>Chaotic Evil</alignment>
<ac>15 (natural armour)</ac>
<hp>13 (3d6+3)</hp>
<speed>walk 30 ft.</speed>
<str>15</str>
<dex>14</dex>
<con>12</con>
<int>8</int>
<wis>10</wis>
<cha>8</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Deep Speech, Goblin</languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Dual Consciousness</name>
<text>The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The dolgrim makes three attacks.</text>
</action>
<action>
<name>Morningstar</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
<attack>Morningstar|4|1d8+2</attack>
</action>
<action>
<name>Spear</name>
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
<attack>Spear|4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hand Crossbow|4|1d6+2</attack>
</action>
<description>Dolgrims are squat, deformed things. Warped by the daelkyr, a dolgrim is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted mouths that gibber and slather at the front of a headless torso. The two mouths of a dolgrim sometimes carry on demented conversations with one another. However, a dolgrim has only a single personality—sadistic, bloodthirsty, and brutally dedicated to serving itself.
Small numbers of these creatures sometimes make their way to the surface, often under the command of dolgaunts, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy.
Source: Eberron: Rising from the Last War p. 291</description>
<environment></environment>
</monster>
<monster>
<name>Dusk Hag</name>
<size>M</size>
<type>fey</type>
<alignment>Neutral Evil</alignment>
<ac>17 (natural armor)</ac>
<hp>82 (15d8+15)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>14</dex>
<con>12</con>
<int>17</int>
<wis>16</wis>
<cha>18</cha>
<save>Int +6, Wis +6</save>
<skill>Deception +7, Insight +6, Perception +6</skill>
<passive>16</passive>
<languages>Common, Giant, Infernal</languages>
<cr>6</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, frightened</conditionImmune>
<senses>blindsight 60 ft.</senses>
<trait>
<name>Magic Resistance</name>
<text>The hag has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The hag makes two Nightmare Touch attacks.</text>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
<attack>Claws|5|1d6+2</attack>
</action>
<action>
<name>Nightmare Touch</name>
<text>Melee Spell Attack: +7 to hit, reach 5 ft., one creature. 18 (4d6 + 4) psychic damage. If the target is unconscious, it takes an extra 10 (3d6) psychic damage and is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 (1d10) whenever it finishes a long rest.</text>
<attack>Nightmare Touch|7|4d6+4</attack>
</action>
<reaction>
<name>Dream Eater</name>
<text>When an unconscious creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a DC 15 Wisdom saving throw. Unless the save succeeds, the creature takes 11 (2d10) psychic damage, and the hag regains hit points equal to the amount of damage taken.</text>
</reaction>
<trait>
<name>Innate Spellcasting</name>
<text>The hag's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:</text>
<text>At will: detect magic, disguise self</text>
<text>3/day each: dream, hypnotic pattern, sleep (9d8)</text>
<text>1/day each: legend lore, scrying</text>
</trait>
<spells>detect magic, disguise self, dream, hypnotic pattern, sleep, legend lore, scrying</spells>
<description>Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a touch. Tales talk of ambitious wizards, frantic monarchs, and desperate heroes undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of dreams dusk hags might share with unsuspecting sleepers.
Source: Eberron: Rising from the Last War p. 292</description>
<environment></environment>
</monster>
<monster>
<name>Dyrrn</name>
<size>M</size>
<type>aberration</type>
<alignment>Chaotic Evil</alignment>
<ac>21 (natural armor)</ac>
<hp>325 (31d8+186)</hp>
<speed>walk 40 ft., fly 40 ft.</speed>
<str>26</str>
<dex>21</dex>
<con>22</con>
<int>26</int>
<wis>23</wis>
<cha>24</cha>
<save>Int +15, Wis +13, Cha +14</save>
<skill>Arcana +15, History +15, Insight +13, Perception +13</skill>
<passive>23</passive>
<languages>Deep Speech, telepathy 120 ft.</languages>
<cr>24</cr>
<resist>poison, psychic</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, exhaustion, frightened, poisoned, prone</conditionImmune>
<senses>truesight 120 ft.</senses>
<trait>
<name>Alien Mind</name>
<text>If a creature tries to read Dyrrn's thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</trait>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If Dyrrn fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>Dyrrn has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Regeneration</name>
<text>Dyrrn regains 20 hit points at the start of its turn. If Dyrrn takes radiant damage, this trait doesn't function at the start of its next turn. Dyrrn dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
</trait>
<trait>
<name>Teleport</name>
<text>As a bonus action, Dyrrn can teleport up to 30 feet to an unoccupied space it can see.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it has a creature grappled.</text>
</action>
<action>
<name>Tentacle Whip</name>
<text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 24 (3d10 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 23), pulled into an unoccupied space within 5 feet of Dyrrn, and must succeed on a DC 23 Intelligence saving throw or be stunned until this grapple ends. Dyrrn can't use the same tentacle whip on another target until this grapple ends. Dyrrn has two tentacle whips.</text>
<attack>Tentacle Whip|15|3d10+8</attack>
</action>
<action>
<name>Corruption</name>
<text>Dyrrn targets one creature it can see within 60 feet of it. The target must succeed on a DC 23 Constitution saving throw or take 22 (4d6 + 8) necrotic damage and become corrupted for 1 minute.</text>
<text>A corrupted creature's flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<action>
<name>Extract Brain</name>
<text>Melee Weapon Attack: +15 to hit, reach 5 ft., one incapacitated creature grappled by Dyrrn. 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Dyrrn kills the target by extracting and devouring its brain.</text>
<attack>Extract Brain|15|10d10</attack>
</action>
<legendary>
<text>Dyrrn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Dyrrn regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Tentacle Whip</name>
<text>Dyrrn makes one attack with its Tentacle Whip.</text>
</legendary>
<legendary>
<name>Spawn Aberration (Costs 2 Actions)</name>
<text>Dyrrn regurgitates an intellect devourer in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn's control and acts immediately after Dyrrn in the initiative order.</text>
</legendary>
<legendary>
<name>Mind Blast (Costs 3 Actions)</name>
<text>Dyrrn magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 Intelligence saving throw or take 30 (5d8 + 8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</legendary>
<legendary>
<name>Lair Actions</name>
<text>While within the Palace of Sinew, Dyrrn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Dyrrn can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:</text>
<text>• Dyrrn uses its Corruption action.</text>
<text>• A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength (Athletics) or Dexterity (Acrobatics) check as an action.</text>
<text>• Each creature of Dyrrn's choice that it can see within 120 feet of it must succeed on a DC 23 Wisdom saving throw or take 26 (4d12) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest.</text>
</legendary>
<legendary>
<name>Regional Effects</name>
<text>A region containing a passage to Dyrrn's lair is warped in one or more of these ways:</text>
<text>• Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the Daelkyr Modifications table for inspiration.</text>
<text>• Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin.</text>
<text>• If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see "Madness of Dyrrn" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</text>
<text>If Dyrrn dies, these effects fade away after 1d10 days.</text>
</legendary>
<description>Twisting Flesh and Thought:
The mind flayers of Eberron know Dyrrn as the Overmind, and it serves as the cornerstone of their collective consciousness. Of all the daelkyr, the Corruptor is the most adept at twisting minds and bodies to create monsters. It was Dyrrn who turned goblinoid prisoners into the first dolgaunts and dolgrims, creating the legions that would savage the nations of Khorvaire. Dyrrn is also a prolific creator of symbionts—treasures that tempt people to bind alien entities to their flesh.
Dyrrn's Cults:
Dyrrn's lair touches the Eldeen Reaches, and the druids of the Towering Wood are always watching for Dyrrn's influence. At the start of the Last War, the dwarves of the Mror Holds discovered passages to the daelkyr's realm below their halls, and Dyrrn's cults have spread from there.
Mind flayers often work with Dyrrn's cults, many of which are obsessed with evolution—through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will consume all sentient beings, except for its servants.
Dyrrn most often appears as a tall humanoid male with pale skin, clad in a heavy cassock of interwoven black leather that slithers unsettlingly around the daelkyr's form. Dyrrn can extend tentacles from its body, using them to extract the brains of others.
Dyrrn's Lair
Dyrrn makes its lair in the Palace of Sinew, a horrid site shaped from the leftover flesh and bones of the daelkyr's sculpting. The walls of the palace undulate as air flows through them, as if the space were breathing.
Madness of Dyrrn
If a creature goes mad in Dyrrn's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness.
Source: Eberron: Rising from the Last War p. 288</description>
<environment></environment>
</monster>
<monster>
<name>Expeditious Messenger</name>
<size>T</size>
<type>construct</type>
<alignment>Neutral</alignment>
<ac>13</ac>
<hp>7 (2d4+2)</hp>
<speed>walk 25 ft., fly 60 ft.</speed>
<str>6</str>
<dex>16</dex>
<con>13</con>
<int>8</int>
<wis>12</wis>
<cha>7</cha>
<save></save>
<skill>Acrobatics +5, Stealth +5</skill>
<passive>11</passive>
<languages>one language spoken by its creator</languages>
<cr>1/8</cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>exhaustion, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Flyby</name>
<text>The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
</trait>
<trait>
<name>Telepathic Bond</name>
<text>While the messenger is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.</text>
<attack>Bite|5|1d4+3</attack>
</action>
<description>An expeditious messenger is a speedy flier, designed to quickly carry messages for its creator. Their speedy and efficient attitude makes expeditious messengers quite chatty, and they natter on as fast as they move.
These messengers come in a variety of forms, often looking like mechanical birds or sprites.
Constructed Nature:
A homunculus doesn't require air, food, drink, or sleep.
A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence.
Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator's blood and animated through an extended magical ritual.
Source: Eberron: Rising from the Last War p. 293</description>
<environment></environment>
</monster>
<monster>
<name>Iron Defender</name>
<size>M</size>
<type>construct</type>
<alignment>Neutral</alignment>
<ac>17 (natural armor)</ac>
<hp>30 (4d8+12)</hp>
<speed>walk 40 ft.</speed>
<str>16</str>
<dex>14</dex>
<con>16</con>
<int>8</int>
<wis>11</wis>
<cha>7</cha>
<save></save>
<skill>Perception +3, Stealth +4</skill>
<passive>13</passive>
<languages>understands the languages of its creator but can't speak</languages>
<cr>1</cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>exhaustion, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Keen Senses</name>
<text>The defender has advantage on Wisdom (Perception) checks.</text>
</trait>
<trait>
<name>Telepathic Bond</name>
<text>While the defender is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or take an extra 3 (1d6) piercing damage and be grappled (escape DC 13). The defender can have only one creature grappled in this way at a time.</text>
<attack>Bite|5|1d6+3</attack>
</action>
<description>An iron defender fights for its creator. They come in many shapes and are often crafted in the form of animals. More creative artificers craft iron defenders in the shape of hybrid animals or other fantastical creatures.
Constructed Nature:
A homunculus doesn't require air, food, drink, or sleep.
A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence.
Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator's blood and animated through an extended magical ritual.
Source: Eberron: Rising from the Last War p. 293</description>
<environment></environment>
</monster>
<monster>
<name>Fastieth</name>
<size>M</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>14</ac>
<hp>9 (2d8)</hp>
<speed>walk 50 ft.</speed>
<str>12</str>
<dex>18</dex>
<con>10</con>
<int>4</int>
<wis>11</wis>
<cha>4</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Quickness (Recharge 5-6)</name>
<text>The fastieth can take the Dodge action as a bonus action.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
<attack>Bite|6|1d8+4</attack>
</action>
<description>Fastieth are human-sized, two-legged saurians with large eyes, brightly colored and patterned scales, and strong legs. They are the most common mounts of the halflings of the Talenta Plains, bred for speed. Although too small to bear larger riders, a fastieth can carry a halfling with light gear easily and at a good pace. Fastieths are typically stubborn creatures, so specimens with an even temperament are prized among the Talenta tribes.
Being herbivores, fastieths prefer to flee rather than fight. However, even though not trained for battle, they can deliver a vicious bite if pressed.
Dinosaurs are widespread on Eberron, particularly in Q'barra, the Talenta Plains, Xen'drik, and Argonnessen. Smaller dinosaurs are the rule in Q'barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts.
Source: Eberron: Rising from the Last War p. 289</description>
<environment></environment>
</monster>
<monster>
<name>Garra</name>
<size>L</size>
<type>giant</type>
<alignment>Any Chaotic Alignment</alignment>
<ac>12 (hide armor)</ac>
<hp>30 (4d10+8)</hp>
<speed>walk 30 ft.</speed>
<str>17</str>
<dex>10</dex>
<con>14</con>
<int>7</int>
<wis>9</wis>
<cha>10</cha>
<save></save>
<skill></skill>
<passive>9</passive>
<languages>Common, Giant</languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<action>
<name>Battleaxe</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.</text>
<attack>Battleaxe|5|2d8+3</attack>
</action>
<action>
<name>Javelin</name>
<text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 10 (2d6 + 3) piercing damage.</text>
<attack>Javelin|5|2d6+3</attack>
</action>
<description>Source: Eberron: Rising from the Last War p. 272</description>
<environment>underdark, mountain, forest, hill, urban, desert, arctic</environment>
</monster>
<monster>
<name>Sergeant</name>
<size>M</size>
<type>humanoid (any race)</type>
<alignment>Any alignment</alignment>
<ac>16 (chain shirt)</ac>
<hp>11 (2d8+2)</hp>
<speed>walk 30 ft.</speed>
<str>13</str>
<dex>12</dex>
<con>12</con>
<int>10</int>
<wis>11</wis>
<cha>10</cha>
<save></save>
<skill>Perception +2</skill>
<passive>12</passive>
<languages>any one language (usually Common)</languages>
<cr>1/8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Spear</name>
<text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</text>
<attack>Spear|3|1d6+1</attack>
</action>
<description>Source: Waterdeep: Dragon Heist p. 197</description>
<environment></environment>
</monster>
<monster>
<name>Hashalaq Quori</name>
<size>M</size>
<type>aberration</type>
<alignment>Lawful Evil</alignment>
<ac>17 (natural armor)</ac>
<hp>99 (18d8+18)</hp>
<speed>walk 40 ft.</speed>
<str>12</str>
<dex>14</dex>
<con>13</con>
<int>18</int>
<wis>16</wis>
<cha>18</cha>
<save>Wis +7, Cha +8</save>
<skill>Arcana +12, History +12, Insight +11, Persuasion +8</skill>
<passive>13</passive>
<languages>Common, Quori</languages>
<cr>9</cr>
<resist>psychic</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened</conditionImmune>
<senses>darkvision 60 ft.</senses>
<action>
<name>Multiattack</name>
<text>The quori uses its Mind Thrust twice.</text>
</action>
<action>
<name>Idyllic Touch</name>
<text>Melee Spell Attack: +8 to hit, reach 5 ft., one target. 9 (1d10 + 4) force damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or fall prone in a fit of laughter.</text>
<attack>Idyllic Touch|8|1d10+4</attack>
</action>
<action>
<name>Mind Thrust</name>
<text>The quori targets a creature it can see within 60 feet of it. The target must make a DC 16 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one.</text>
</action>
<action>
<name>Possession (Recharge 6)</name>
<text>One humanoid that the quori can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.</text>
<text>The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.</text>
</action>
<reaction>
<name>Empathic Feedback</name>
<text>When the quori takes damage from a creature it can see within 60 feet of it, the quori can force that creature to succeed on a DC 16 Intelligence saving throw or take 11 (2d10) psychic damage.</text>
</reaction>
<trait>
<name>Innate Spellcasting (Psionics)</name>
<text>The quori's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:</text>
<text>At will: charm person</text>
<text>1/day: dominate person, dream</text>
<text>3/day each: detect thoughts, disguise self, suggestion</text>
</trait>
<spells>charm person, dominate person, dream, detect thoughts, disguise self, suggestion</spells>
<description>Hashalaq quori are loremasters and judges, and are commonly known as dreamstealers. In their natural form, hashalaqs are composed of hundreds of translucent tendrils. They can compress and configure these tendrils to form a wide range of simple shapes. A point of blue light suspended within its tendrils serves as the hashalaq's sensory organ, which can be moved around to suit the creature's current shape.
The Power of Pleasure:
Hashalaq quori have studied their mortal prey for centuries. Inhabiting human bodies as Inspired has granted the hashalaq a deep understanding of the hedonistic urges of humanity. As a result, they have developed numerous ways to control humanoids through pleasure—even as they have developed a taste for such things themselves.
The Learned of Dal Quor:
Hashalaq quori are the loremasters of Dal Quor. Even those hashalaqs who don't make use of Inspired vessels dedicate themselves to studying Eberron and the planes, and they are among the few quori castes whose members understand the ways of magic. In Dal Quor, the hashalaq quori are typically found as advisors to the kalaraq. They also serve as judges, policing the quori and ensuring that the rivalries of the tsucora never threaten the greater plans of the Dreaming Dark.
Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Source: Eberron: Rising from the Last War p. 305</description>
<environment></environment>
</monster>
<monster>
<name>Inspired</name>
<size>M</size>
<type>humanoid (human)</type>
<alignment>Lawful Evil</alignment>
<ac>12 (15 with mage armor)</ac>
<hp>40 (9d8)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>14</dex>
<con>10</con>
<int>16</int>
<wis>10</wis>
<cha>16</cha>
<save>Int +5, Wis +2</save>
<skill>Deception +7, Insight +2, Persuasion +7</skill>
<passive>10</passive>
<languages>Common, Quori</languages>
<cr>2</cr>
<resist>psychic</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened</conditionImmune>
<senses></senses>
<trait>
<name>Dual Mind</name>
<text>The Inspired has advantage on Wisdom saving throws.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery.</text>
</action>
<action>
<name>Crysteel Dagger</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage plus 10 (3d6) force damage.</text>
<attack>Crysteel Dagger|4|1d4+2</attack>
</action>
<action>
<name>Vicious Mockery (Cantrip)</name>
<text>The Inspired unleashes a string of insults laced with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the Inspired, the target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.</text>
</action>
<action>
<name>Variant: Quori Vessel</name>
<text>The Inspired are vessels for quori spirits, allowing the quori to manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired's knowledge and features.</text>
</action>
<action>
<name>Suggestion (3/Day)</name>
<text>The Inspired can cast the suggestion spell (spell save DC 13), requiring no material components.</text>
</action>
<action>
<name>All Around Vision</name>
<text>The Inspired can't be surprised.</text>
</action>
<action>
<name>Arcane Eye (3/Day)</name>
<text>The Inspired can cast the arcane eye spell, requiring no material components.</text>
</action>
<action>
<name>Fear (1/Day)</name>
<text>The Inspired can cast the fear spell (spell save DC 13), requiring no material components.</text>
</action>
<trait>
<name>Innate Spellcasting (Psionics)</name>
<text>The Inspired's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
<text>At will: mage hand, vicious mockery (see "Actions" below)</text>
<text>1/day each: charm person, dissonant whispers, hex, hold person, mage armor</text>
</trait>
<spells>mage hand, vicious mockery, charm person, dissonant whispers, hex, hold person, mage armor</spells>
<description>The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark.
Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can't resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty.
Most of the people of the Five Nations have heard of the Inspired lords in Riedra—never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies.
Source: Eberron: Rising from the Last War p. 294</description>
<environment></environment>
</monster>
<monster>
<name>Kalaraq Quori</name>
<size>M</size>
<type>aberration</type>
<alignment>Lawful Evil</alignment>
<ac>18 (natural armor)</ac>
<hp>161 (19d8+76)</hp>
<speed>walk 30 ft., fly 60 ft.</speed>
<str>12</str>
<dex>21</dex>
<con>18</con>
<int>23</int>
<wis>24</wis>
<cha>25</cha>
<save>Int +12, Wis +13, Cha +13</save>
<skill>Deception +13, Perception +13, Persuasion +13</skill>
<passive>23</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>19</cr>
<resist>cold, necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained</conditionImmune>
<senses>truesight 120 ft.</senses>
<trait>
<name>All-Around Vision</name>
<text>The quori can't be surprised while it isn't incapacitated.</text>
</trait>
<trait>
<name>Incorporeal Movement</name>
<text>The quori can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The quori has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.</text>
</action>
<action>
<name>Arcane Blast</name>
<text>Ranged Spell Attack: +13 to hit, range 120 ft., one target. 12 (1d10 + 7) force damage.</text>
<attack>Arcane Blast|13|1d10+7</attack>
</action>
<action>
<name>Soul Binding</name>
<text>Melee Spell Attack: +13 to hit, reach 5 ft., one target. 29 (4d10 + 7) necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned 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.</text>
<attack>Soul Binding|13|4d10+7</attack>
</action>
<action>
<name>Mind Seed (1/Day)</name>
<text>The quori touches one humanoid, which must succeed on a DC 21 Intelligence saving throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.</text>
<text>The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell can free the thrall from this control.</text>
</action>
<action>
<name>Swarm of Eyes (Recharge 6)</name>
<text>The quori creates a swarm of spectral eyes that fills a 30-foot-radius sphere centered on a point it can see within 60 feet of it. Each creature in that area must make a DC 21 Wisdom saving throw. On a failure, a creature takes 45 (10d8) psychic damage, and it is blinded for 1 minute. On a success, a creature takes half as much damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<action>
<name>Possession (Recharge 6)</name>
<text>One humanoid that the quori can see within 5 feet of it must succeed on a DC 21 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.</text>
<text>The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.</text>
</action>
<trait>
<name>Innate Spellcasting (Psionics)</name>
<text>The quori's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no components:</text>
<text>At will: arcane eye</text>
<text>3/day each: clairvoyance, confusion, dream, eyebite</text>
</trait>
<spells>arcane eye, clairvoyance, confusion, dream, eyebite</spells>
<description>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 consciousness 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.
Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Source: Eberron: Rising from the Last War p. 306</description>
<environment></environment>
</monster>
<monster>
<name>Kalashtar</name>
<size>M</size>
<type>humanoid (kalashtar)</type>
<alignment>Any alignment</alignment>
<ac>12</ac>
<hp>16 (3d8+3)</hp>
<speed>walk 30 ft.</speed>
<str>12</str>
<dex>14</dex>
<con>12</con>
<int>13</int>
<wis>15</wis>
<cha>15</cha>
<save></save>
<skill>Acrobatics +4, Insight +4, Persuasion +6</skill>
<passive>12</passive>
<languages>Common, telepathy 20 ft.</languages>
<cr>1/4</cr>
<resist>psychic</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Dual Mind</name>
<text>The kalashtar has advantage on Wisdom saving throws.</text>
</trait>
<action>
<name>Dagger</name>
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
<attack>Dagger|4|1d4+2</attack>
</action>
<action>
<name>Mind Thrust</name>
<text>The kalashtar targets a creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage.</text>
</action>
<description>The kalashtar have bonded with good-aligned quori spirits, which communicate with their hosts through dreams and visions. Descended from monks who offered 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.
Source: Eberron: Rising from the Last War p. 317</description>
<environment></environment>
</monster>
<monster>
<name>Karrnathi Undead Soldier</name>
<size>M</size>
<type>undead</type>
<alignment>Lawful Evil</alignment>
<ac>17 (half plate armor)</ac>
<hp>52 (7d8+21)</hp>
<speed>walk 30 ft.</speed>
<str>16</str>
<dex>14</dex>
<con>16</con>
<int>12</int>
<wis>13</wis>
<cha>5</cha>
<save></save>
<skill>Athletics +5, Perception +3</skill>
<passive>13</passive>
<languages>Common</languages>
<cr>3</cr>
<resist>cold, poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Pack Tactics</name>
<text>The soldier has advantage on an attack roll against a creature if at least one of the soldier's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
</trait>
<trait>
<name>Undead Fortitude</name>
<text>If damage reduces the soldier to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the soldier drops to 1 hit point instead.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The soldier attacks three times with one of its weapons.</text>
</action>
<action>
<name>Longsword</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
<attack>Longsword|5|1d8+3</attack>
</action>
<action>
<name>Longbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
<attack>Longbow|4|1d8+2</attack>
</action>
<reaction>
<name>Parry</name>
<text>The soldier adds 3 to its AC against one melee attack that would hit it. To do so, the soldier must see the attacker and be wielding a melee weapon.</text>
</reaction>
<description>Undead soldiers form the elite core of the army of Karrnath. Fearless and tireless, they are a terrifying sight on the battlefield. With the end of the Last War, most Karrnathi undead have been sealed in vaults below the city of Atur. However, the Karrnathi army keeps numerous undead in its service, while others have been commandeered by the malevolent Order of the Emerald Claw.
The Odakyr Rites:
The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and plague. In desperation, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead.
Initially, those skeletons and zombies required constant control and served as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance.
The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains.
Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power—and that Lady Illmarrow or someone else will turn the undead against the living.
Intelligent and Inhuman:
Karrnathi undead bear little resemblance to the people they were in life. These undead are content to stand motionless and silent for days. They show no emotion, and certainly no mercy or compassion. Undead soldiers kill any opposing forces—including civilians among those forces—unless given explicit instructions to the contrary.
A few exceptional Karrnathi undead retain their individuality and the memories of their former lives. Such undead are often found as champions of the Blood of Vol or agents of the Order of the Emerald Claw.
Undead Nature:
A Karrnathi undead soldier doesn't require air, food, drink, or sleep.
Source: Eberron: Rising from the Last War p. 295</description>
<environment></environment>
</monster>
<monster>
<name>Lady Illmarrow</name>
<size>M</size>
<type>undead</type>
<alignment>Neutral Evil</alignment>
<ac>19 (natural armor)</ac>
<hp>199 (21d8+105)</hp>
<speed>walk 30 ft., fly 40 ft.</speed>
<str>16</str>
<dex>16</dex>
<con>20</con>
<int>27</int>
<wis>21</wis>
<cha>24</cha>
<save>Con +12, Int +15, Wis +12</save>
<skill>Arcana +15, History +15, Insight +12, Perception +12</skill>
<passive>22</passive>
<languages>Common, Draconic, Elvish</languages>
<cr>22</cr>
<resist>cold, lightning</resist>
<immune>necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned</conditionImmune>
<senses>truesight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If Illmarrow fails a saving throw, she can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>Illmarrow has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Rejuvenation</name>
<text>Illmarrow's body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after 1d10 days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed.</text>
</trait>
<action>
<name>Chill Touch (Cantrip)</name>
<text>Ranged Spell Attack: +15 to hit, range 120 ft., one creature. 18 (4d8) necrotic damage, and the target can't regain hit points until the start of Illmarrow's next turn. If the target is undead, it also has disadvantage on attack rolls against Illmarrow until the end of her next turn.</text>
<attack>Chill Touch (Cantrip)|15|4d8</attack>
</action>
<action>
<name>Paralyzing Claw</name>
<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 13 (3d6 + 3) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<attack>Paralyzing Claw|10|3d6+3</attack>
</action>
<action>
<name>Poison Breath (Recharge 5-6)</name>
<text>Illmarrow exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for 1 minute. While poisoned in this way, the creature can't regain hit points. On a successful save, the creature takes half as much damage and isn't poisoned.</text>
<text>A humanoid reduced to 0 hit points by this damage dies and rises at the start of Illmarrow's next turn as a zombie. The zombie acts immediately after Illmarrow in the initiative count and is permanently under her command, following her verbal orders.</text>
</action>
<legendary>
<text>Lady can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lady regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Cantrip</name>
<text>Illmarrow casts a cantrip.</text>
</legendary>
<legendary>
<name>Paralyzing Claw</name>
<text>Illmarrow uses her Paralyzing Claw.</text>
</legendary>
<legendary>
<name>Frightening Presence (Costs 2 Actions)</name>
<text>Illmarrow targets up to three creatures she can see within 30 feet of her. Each target must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Illmarrow's Frightening Presence for the next 24 hours.</text>
</legendary>
<legendary>
<name>Poison Breath (Costs 3 Actions)</name>
<text>Illmarrow recharges her Poison Breath and uses it.</text>
</legendary>
<trait>
<name>Spellcasting</name>
<text>Illmarrow is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Illmarrow has the following wizard spells prepared:</text>
<text>Cantrips (at will): chill touch (see "Actions" below), fire bolt, mage hand, prestidigitation, ray of frost</text>
<text>• 1st level (4 slots): magic missile, shield, sleep</text>
<text>• 2nd level (3 slots): blur, detect thoughts, mirror image</text>
<text>• 3rd level (3 slots): animate dead, counterspell, fireball, fly, lightning bolt</text>
<text>• 4th level (3 slots): blight, confusion, polymorph</text>
<text>• 5th level (3 slots): cloudkill, cone of cold, hold monster, scrying</text>
<text>• 6th level (2 slots): chain lightning, circle of death, create undead, scrying</text>
<text>• 7th level (2 slots): finger of death, forcecage, prismatic spray</text>
<text>• 8th level (1 slots): incendiary cloud, maze</text>
<text>• 9th level (1 slots): power word kill, time stop</text>
</trait>
<slots>4, 3, 3, 3, 3, 2, 2, 1, 1</slots>
<spells>chill touch, fire bolt, mage hand, prestidigitation, ray of frost, magic missile, shield, sleep, blur, detect thoughts, mirror image, animate dead, counterspell, fireball, fly, lightning bolt, blight, confusion, polymorph, cloudkill, cone of cold, hold monster, scrying, chain lightning, circle of death, create undead, scrying, finger of death, forcecage, prismatic spray, incendiary cloud, maze, power word kill, time stop</spells>
<description>Lady Illmarrow is a legend—an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a court of vampires and ghosts in her palace of ice. Other tales claim that when anyone dies in Lhazaar, Illmarrow chooses whether to take their soul before it passes on to the Keeper and Dolurrh.
But Lady Illmarrow is no folk tale. She is the greatest necromancer in Eberron, and after centuries of silence, she is setting ancient plots into motion at last. She is the power behind the Order of the Emerald Claw, but her motives for founding the order are buried in her past. Lady Illmarrow has no interest in ruling the living. Rather, she seeks to become Queen of the Dead.
The Mark of Death:
Illmarrow is a fiefdom on the isle of Farlnen—home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow's roots extend far beyond her island domain.
Long ago, it was revealed that the elven line of Vol—a house that practiced the art of necromancy and bore the Dragonmark of Death—was engaged in secret blood rites with a clan of dragons. The discovery of this pact triggered an unprecedented alliance between the Sibling Kings of Aerenal and the dragons of Argonnessen. The Sibling Kings proclaimed that House Vol would be exterminated to the last member, and the Mark of Death would be eliminated from the world.
The line of Vol had long been rivals of the Undying Court, and many whisper even today that the attack on House Vol was nothing more than an excuse to eliminate a political rival. But others believe that what the Undying Court truly feared was a path shown in the Draconic Prophecy—that a child born of dragon and elf could become a godlike avatar of death.
Illmarrow Rises:
Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich.
As an undead being, Erandis lost the use of her dragonmark. Thus, when the diviners of Aerenal asked if the line of Vol had been exterminated and the Mark of Death destroyed, they received a vision affirming that the bloodline of Vol was no more. To the world, the last survivor of that bloodline is known as Lady Illmarrow. But in truth, she is Erandis Vol, heir to the Mark of Death.
Trapped in Undeath:
When Minara restored Erandis as a lich, she hid her daughter's phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she is destroyed. Thus, even Erandis herself doesn't know the location or form of her phylactery.
Lady Illmarrow and the Blood of Vol
The Blood of Vol and Lady Illmarrow are both legacies of the line of Vol, but they aren't one and the same. As far as the world knows, the line of Vol was exterminated. Followers of the Blood of Vol who have heard of Lady Illmarrow believe that she's a champion of their faith, but they don't worship or serve her. And the powers of priests of the Blood of Vol don't come from Lady Illmarrow.
Source: Eberron: Rising from the Last War p. 296</description>
<environment></environment>
</monster>
<monster>
<name>Living Burning Hands</name>
<size>M</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac>
<hp>15 (2d8+6)</hp>
<speed>walk 25 ft., fly 25 ft.</speed>
<str>10</str>
<dex>12</dex>
<con>16</con>
<int>3</int>
<wis>6</wis>
<cha>6</cha>
<save></save>
<skill></skill>
<passive>8</passive>
<languages></languages>
<cr>1</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>fire</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Amorphous</name>
<text>The living spell can move through a space as narrow as 1 inch wide without squeezing.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The living spell has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Magical Strike</name>
<text>Melee Spell Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) fire damage.</text>
<attack>Magical Strike|5|1d6+3</attack>
</action>
<action>
<name>Spell Mimicry (Recharge 5-6)</name>
<text>The living spell unleashes a thin sheet of flames in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.</text>
</action>
<description>Constructed Nature:
A living spell doesn't require air, food, drink, or sleep.
Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely.
Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic.
Customizing a Living Spell:
Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level.
Spell Level | Stat Block to Customize
12 | Living burning hands
34 | Living lightning bolt
5 | Living cloudkill
Now make the following changes to that stat block:
Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell.
Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell.
Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike.
For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry.
Source: Eberron: Rising from the Last War p. 298</description>
<environment></environment>
</monster>
<monster>
<name>Living Cloudkill</name>
<size>L</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac>
<hp>73 (7d10+35)</hp>
<speed>walk 25 ft., fly 25 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>14</con>
<int>3</int>
<wis>11</wis>
<cha>6</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>7</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Amorphous</name>
<text>The living spell can move through a space as narrow as 1 inch wide without squeezing.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The living spell has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The living spell makes two Magical Strike attacks.</text>
</action>
<action>
<name>Magical Strike</name>
<text>Melee Spell Attack: +8 to hit, reach 10 ft., one target. 22 (5d6 + 5) poison damage.</text>
</action>
<action>
<name>Spell Mimicry (Recharge 5-6)</name>
<text>The living spell creates a 40-foot-diameter sphere of fog within 60 feet of it (the fog spreads around corners). When a creature enters the fog for the first time on a turn or starts its turn there, it must make a DC 16 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one.</text>
<text>The fog moves 10 feet away from the living spell at the start of each of its turns, rolling along the ground and through openings. The fog lasts for 10 minutes or until the living spell's concentration ends (as if concentrating on a spell).</text>
</action>
<description>Constructed Nature:
A living spell doesn't require air, food, drink, or sleep.
Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely.
Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic.
Customizing a Living Spell:
Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level.
Spell Level | Stat Block to Customize
12 | Living burning hands
34 | Living lightning bolt
5 | Living cloudkill
Now make the following changes to that stat block:
Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell.
Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell.
Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike.
For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry.
Source: Eberron: Rising from the Last War p. 299</description>
<environment></environment>
</monster>
<monster>
<name>Living Lightning Bolt</name>
<size>L</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac>
<hp>57 (6d10+24)</hp>
<speed>walk 25 ft., fly 25 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>18</con>
<int>3</int>
<wis>10</wis>
<cha>6</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>5</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>lightning</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Amorphous</name>
<text>The living spell can move through a space as narrow as 1 inch wide without squeezing.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The living spell has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The living spell makes two Magical Strike attacks.</text>
</action>
<action>
<name>Magical Strike</name>
<text>Melee Spell Attack: +7 to hit, reach 10 ft., one target. 21 (5d6 + 4) lightning damage.</text>
<attack>Magical Strike|7|5d6+4</attack>
</action>
<action>
<name>Spell Mimicry (Recharge 5-6)</name>
<text>The living spell unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.</text>
</action>
<description>Constructed Nature:
A living spell doesn't require air, food, drink, or sleep.
Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely.
Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic.
Customizing a Living Spell:
Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level.
Spell Level | Stat Block to Customize
12 | Living burning hands
34 | Living lightning bolt
5 | Living cloudkill
Now make the following changes to that stat block:
Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell.
Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell.
Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike.
For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry.
Source: Eberron: Rising from the Last War p. 299</description>
<environment></environment>
</monster>
<monster>
<name>Magewright</name>
<size>M</size>
<type>humanoid (any race)</type>
<alignment>Any alignment</alignment>
<ac>11</ac>
<hp>9 (2d8)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>13</dex>
<con>10</con>
<int>14</int>
<wis>14</wis>
<cha>12</cha>
<save></save>
<skill>Arcana +4</skill>
<passive>12</passive>
<languages>Common plus any two languages</languages>
<cr>0</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Dagger</name>
<text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
<attack>Dagger|3|1d4+1</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>The magewright's spellcasting ability is Intelligence (spell save DC 12). To cast one of its rituals, the magewright must provide additional material components whose value in gold pieces is 20 times the spell's level. These components are consumed when the ritual is finished. The magewright knows the following spells:</text>
<text>At will: mage hand, prestidigitation</text>
<text>Rituals: knock</text>
</trait>
<spells>mage hand, prestidigitation</spells>
<description>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 minor 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-cantrip 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 requires extra material components, usually in the form of dragonshards.
Creating a Magewright:
The magewright stat block provides the baseline statistics 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 additional spells the magewright knows, including ones that can be cast only as rituals. The specialty also gives the magewright more proficiencies.
d8 | Specialty | Spells | Proficiencies
1 | Artisan | Guidance, mending | One type of artisan's tools
2 | Entertainer | Minor illusion, thaumaturgy. Ritual only: disguise self. | Performance (+3)
3 | Healer | Resistance, spare the dying. Ritual only: detect poison and disease, lesser restoration (1 hour). | Medicine (+4), herbalism kit
4 | Lamplighter | Light. Ritual only: continual flame (1 hour). | Tinker's tools
5 | Locksmith | Mending. Ritual only: arcane lock (1 hour), knock. | Thieves' tools, tinker's tools
6 | Mediator | Guidance. Ritual only: comprehend languages, zone of truth. | Insight (+4), Persuasion (+3)
7 | Medium | Minor illusion. Ritual only: speak with dead. | Deception (+3), Religion (+4)
8 | Oracle | Guidance. Ritual only: augury, divination (1 hour). | History (+4), Religion (+4)
Source: Eberron: Rising from the Last War p. 318</description>
<environment></environment>
</monster>
<monster>
<name>Mordakhesh</name>
<size>M</size>
<type>fiend</type>
<alignment>Lawful Evil</alignment>
<ac>18 (plate armor)</ac>
<hp>170 (20d8+80)</hp>
<speed>walk 40 ft.</speed>
<str>20</str>
<dex>16</dex>
<con>18</con>
<int>15</int>
<wis>17</wis>
<cha>20</cha>
<save>Str +10, Con +9, Wis +8, Cha +10</save>
<skill>Athletics +10, Insight +8, Perception +8, Persuasion +10</skill>
<passive>18</passive>
<languages>Common, Infernal</languages>
<cr>15</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
<immune></immune>
<vulnerable>piercing from magic weapons wielded by good creatures</vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Limited Magic Immunity</name>
<text>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.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Mordakhesh makes three greatsword attacks.</text>
</action>
<action>
<name>Greatsword</name>
<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage plus 5 (1d10) force damage.</text>
<attack>Greatsword|10|2d6+5</attack>
</action>
<action>
<name>Chromatic Orb</name>
<text>Ranged Spell Attack: +10 to hit, range 120 ft., one creature. 13 (3d8) damage of a type chosen by Mordakhesh: acid, cold, fire, lightning, poison, or thunder.</text>
</action>
<legendary>
<text>Mordakhesh can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Mordakhesh regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>Mordakhesh makes one weapon attack or casts chromatic orb.</text>
</legendary>
<legendary>
<name>Chromatic Resistance</name>
<text>Modakhesh gains resistance to one damage type of his choice—acid, cold, fire, lightning, poison, or thunder—until the start of his next turn.</text>
</legendary>
<legendary>
<name>Warlord's Command (Costs 2 Actions)</name>
<text>Mordakhesh targets up to two allies that he can see within 30 feet of him. If a target can see and hear him, the target can make one weapon attack as a reaction and gains advantage on the attack roll.</text>
</legendary>
<trait>
<name>Innate Spellcasting</name>
<text>Mordakhesh's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Mordakhesh can innately cast the following spells, requiring no material components:</text>
<text>At will: chromatic orb (see "Actions" below), detect thoughts, disguise self</text>
<text>1/day each: banishing smite, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing</text>
</trait>
<spells>chromatic orb, detect thoughts, disguise self, banishing smite, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing</spells>
<description>In the age when fiends and dragons waged war across Eberron, rakshasas served the fiendish lords as strategists and generals. A rakshasa named Mordakhesh rose up through the ranks to become one of the greatest commanders of his age, and a dragon-slaying specialist. For this, he earned the nickname Shadowsword, along with a legendary reputation for leaving death in his wake.
Mordakhesh serves as the prakhutu or "speaker" of his imprisoned master, Rak Tulkhesh, and he seeks to free his lord by bathing the world in blood. Like a spider with multiple webs, he has agents and pawns (which he calls his "claws") established in armies across Khorvaire. The most significant of those is the barbarian horde he amasses in the Demon Wastes—warriors who threaten to sweep into Aundair on a tide of blood.
Many of the horrors of the Last War were instigated—or at least encouraged—by Mordakhesh's operatives, and his claws are known to have perpetrated some of the most brutal massacres of that conflict. No one knows how far the Shadowsword's reach extends, or which commanders in the armies of Khorvaire serve him.
Source: Eberron: Rising from the Last War p. 301</description>
<environment></environment>
</monster>
<monster>
<name>Radiant Idol</name>
<size>L</size>
<type>celestial</type>
<alignment>Lawful Evil</alignment>
<ac>18 (natural armor)</ac>
<hp>142 (15d10+60)</hp>
<speed>walk 40 ft.</speed>
<str>23</str>
<dex>18</dex>
<con>19</con>
<int>17</int>
<wis>20</wis>
<cha>21</cha>
<save>Wis +9, Cha +9</save>
<skill>Deception +9, Insight +9, Perception +9, Persuasion +9</skill>
<passive>19</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>11</cr>
<resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Aura of False Divinity</name>
<text>A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 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.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The radiant idol has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The radiant idol makes two melee attacks.</text>
</action>
<action>
<name>Flail</name>
<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage.</text>
<attack>Flail|10|1d8+6</attack>
</action>
<action>
<name>Radiant Strike (1/Day)</name>
<text>The radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each creature in the cylinder when it appears or that ends its turn there must make a DC 17 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant idol can innately cast the following spells, requiring no material components:</text>
<text>At will: charm person, cure wounds, disguise self, thaumaturgy</text>
<text>1/day each: commune, dominate person, insect plague, mass suggestion, raise dead</text>
</trait>
<spells>charm person, cure wounds, disguise self, thaumaturgy, commune, dominate person, insect plague, mass suggestion, raise dead</spells>
<description>A radiant idol was an angel that was banished from the celestial realm of Syrania and cast down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals. Now in the mortal realm, most radiant idols gather cults of devoted followers.
Fallen Angels:
The insatiable hunger to be adored can transform a fallen angel, physically and mentally. In its true form, a radiant idol appears to be a warped angel. It might have bloody stumps in place of its wings, or its wings could be weighted down with chains representing its pride. A radiant idol uses disguise self to hide its corruption, presenting an image of celestial glory.
The Weight of Corruption:
When a radiant idol achieves a sizable following through silvered words and demonstrations of power, its facade begins to crack, and a downward spiral ensues. As the radiant idol sinks deeper into the realm of material power, it begins twisting its followers, leading them ever deeper into ominous ritualism, hedonistic folly, and fanatical doom.
Immortal Nature:
A radiant idol doesn't require food, drink, or sleep.
Source: Eberron: Rising from the Last War p. 308</description>
<environment></environment>
</monster>
<monster>
<name>Rak Tulkhesh</name>
<size>H</size>
<type>fiend</type>
<alignment>Neutral Evil</alignment>
<ac>23 (natural armor)</ac>
<hp>478 (33d12+264)</hp>
<speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
<str>29</str>
<dex>19</dex>
<con>27</con>
<int>21</int>
<wis>22</wis>
<cha>26</cha>
<save>Str +17, Con +16, Wis +14, Cha +16</save>
<skill>Athletics +17, Intimidation +16, Perception +14</skill>
<passive>24</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>28</cr>
<resist>cold, fire, lightning</resist>
<immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune>
<senses>truesight 120 ft.</senses>
<trait>
<name>Deadly Critical</name>
<text>Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.</text>
</trait>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If Rak Tulkhesh fails a saving throw, he can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>Rak Tulkhesh has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Whirlwind of Weapons</name>
<text>A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6) force damage.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Rak Tulkhesh makes four weapon attacks.</text>
</action>
<action>
<name>Spawned Melee Weapon</name>
<text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 28 (3d12 + 9) force damage.</text>
<attack>Spawned Melee Weapon|17|3d12+9</attack>
</action>
<action>
<name>Spawned Ranged Weapon</name>
<text>Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. 17 (3d8 + 4) force damage.</text>
<attack>Spawned Ranged Weapon|12|3d8+4</attack>
</action>
<action>
<name>Change Shape</name>
<text>Rak Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice).</text>
<text>In a new form, Rak Tulkhesh retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
</action>
<legendary>
<text>Rak can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Rak regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>Rak Tulkhesh makes one weapon attack.</text>
</legendary>
<legendary>
<name>End Magic (Costs 2 Actions)</name>
<text>Rak Tulkhesh casts dispel magic.</text>
</legendary>
<legendary>
<name>Provoke Rage (Costs 3 Actions)</name>
<text>Each creature within 60 feet of Rak Tulkhesh must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage roll.</text>
</legendary>
<trait>
<name>Innate Spellcasting</name>
<text>Rak Tulkhesh's spellcasting ability is Charisma (spell save DC 24). He can innately cast the following spells, requiring no material components:</text>
<text>At will: detect thoughts, dispel magic, spirit guardians</text>
<text>1/day each: banishing smite, blinding smite, staggering smite</text>
</trait>
<spells>detect thoughts, dispel magic, spirit guardians, banishing smite, blinding smite, staggering smite</spells>
<description>Called the Rage of War, Rak Tulkhesh is the incarnation of impulses that drives many mortals to battle. Fear, greed, hatred—these are seeds that the Rage of War sows in the hopes of producing a bloody harvest.
Rak Tulkhesh typically takes the form of a vaguely draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While in combat, Rak Tulkhesh roars in rage as new weapons are spawned from his body, called forth by the Rage of War to slaughter all who dare stand before him.
Khyber Shards:
Rak Tulkhesh's soul is divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power to bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence.
The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of soldiers and civilians alike, whose actions then weakened the overlord's bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied cities, the hatred against warforged and Cyran refugees, the calls for a return to war—all these things bear the mark of Rak Tulkhesh's malign influence.
Minions of Rak Tulkhesh:
Any organization that fosters hatred unwittingly serves Rak Tulkhesh, and countless soldiers in the Five Nations are devoted to the Rage of War. Many of the Carrion Tribes of the Demon Wastes likewise serve Rak Tulkhesh and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the rakshasa Mordakhesh the Shadowsword—Rak Tulkhesh's exarch among the Lords of Dust, who commands a host of fiends exerting the overlord's will across Khorvaire.
Immortal Nature:
An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM.
In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn't be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above.
As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Source: Eberron: Rising from the Last War p. 303</description>
<environment></environment>
</monster>
<monster>
<name>Shifter</name>
<size>M</size>
<type>humanoid (shifter)</type>
<alignment>Any alignment</alignment>
<ac>14 (leather armor)</ac>
<hp>19 (3d8+6)</hp>
<speed>walk 30 ft.</speed>
<str>12</str>
<dex>16</dex>
<con>14</con>
<int>11</int>
<wis>15</wis>
<cha>10</cha>
<save></save>
<skill>Acrobatics +5, Insight +4, Nature +2, Perception +4</skill>
<passive>14</passive>
<languages>Common</languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Shifting (Recharges after a Short or Long Rest)</name>
<text>As a bonus action, the shifter takes on a more bestial form for 1 minute or until it dies. The shifter gains 5 temporary hit points. It can make a bite attack when it activates this trait and also as a bonus action on each of its turns while in its bestial form.</text>
</trait>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
<attack>Shortsword|5|1d6+3</attack>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage.</text>
<attack>Bite|5|1d4+3</attack>
</action>
<description>Shifters are tied to primal spirits, which most of 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.
Source: Eberron: Rising from the Last War p. 319</description>
<environment></environment>
</monster>
<monster>
<name>Sul Khatesh</name>
<size>L</size>
<type>fiend</type>
<alignment>Lawful Evil</alignment>
<ac>22 (natural armor)</ac>
<hp>475 (50d10+200)</hp>
<speed>walk 40 ft., fly 40 ft.</speed>
<str>18</str>
<dex>21</dex>
<con>19</con>
<int>30</int>
<wis>22</wis>
<cha>25</cha>
<save>Con +12, Int +18, Wis +14, Cha +15</save>
<skill>Arcana +18, History +18, Insight +14, Religion +18</skill>
<passive>16</passive>
<languages>all, telepathy 150 ft.</languages>
<cr>28</cr>
<resist>cold, fire, lightning</resist>
<immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>truesight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If Sul Khatesh fails a saving throw, she can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>Sul Khatesh has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Master of Magic</name>
<text>Sul Khatesh has advantage on Constitution saving throws to maintain concentration.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Sul Khatesh makes four attacks with Arcane Blast.</text>
</action>
<action>
<name>Arcane Blast</name>
<text>Ranged Spell Attack: +18 to hit, range 120 ft., one target. 15 (1d10 + 10) force damage.</text>
<attack>Arcane Blast|18|1d10+10</attack>
</action>
<action>
<name>Magic Staff</name>
<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 36 (5d12 + 4) force damage.</text>
<attack>Magic Staff|12|5d12+4</attack>
</action>
<action>
<name>Arcane Cataclysm (Recharges after a Long Rest)</name>
<text>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 (11d12) 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 antimagic field for 1 hour. Sul Khatesh and spells she casts are unaffected by these fields.</text>
</action>
<action>
<name>Change Shape</name>
<text>Sul Khatesh magically polymorphs into a humanoid, 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 absorbed or borne by the new form (Sul Khatesh's choice).</text>
<text>In a new form, Sul Khatesh retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
</action>
<legendary>
<text>Sul can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Sul regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>Sul Khatesh makes two attacks with her Arcane Blast or one attack with her magic staff.</text>
</legendary>
<legendary>
<name>Consume Magic (Costs 2 Actions)</name>
<text>Sul Khatesh targets a creature within 120 feet of her who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and Sul Khatesh gains 5 temporary hit points per level of that spell.</text>
</legendary>
<legendary>
<name>Maddening Secrets (Costs 3 Actions)</name>
<text>Sul Khatesh whispers an 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 saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can't expend a spell slot is instead stunned until the end of its next turn.</text>
</legendary>
<trait>
<name>Innate Spellcasting</name>
<text>Sul Khatesh's spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). She can innately cast the following spells, requiring no material components:</text>
<text>At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield</text>
<text>3/day each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying</text>
<text>1/day each: foresight, gate, power word kill, teleport</text>
</trait>
<spells>counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield, chain lightning, create undead, dream, hold monster, mass suggestion, scrying, foresight, gate, power word kill, teleport</spells>
<description>Sul Khatesh is known as the Keeper of Secrets and the Queen of Shadows. She embodies the fears and superstitions surrounding magic, from malevolent warlocks to mad wizards, from deadly curses to magical power that draws those who wield it deeper into darkness.
Sul Khatesh is subtler than the Rage of War. She empowers warlocks and whispers secrets into the minds of wizards and artificers, helping them master spells and create relics they could never shape on their own. But few of those inspired by Sul Khatesh understand what forces they are dealing with, or recognize the danger inherent in her gifts.
The Queen of Shadows:
An entity of shadow, Sul Khatesh can assume any form. Her favored shape is a twelve-foot-tall humanoid figure draped in a flowing, hooded robe formed of swirling mist and clinging shadow.
Minions:
Most of Sul Khatesh's followers are wizards and warlocks, and she is one of the primary patrons for warlocks in Khorvaire. Covens devoted to the Queen of Shadows use dark magic and fear to dominate whole communities, while isolated warlocks make pacts with Sul Khatesh to pursue power and revenge. By sharing her power in this way, the overlord perpetuates the image of the evil warlock, inciting fear that strengthens the Keeper of Secrets even more.
Sul Khatesh's chief agent among the Lords of Dust is the rakshasa Hektula, who serves as the librarian in the demonic citadel of Ashtakala. Known as the First Scribe, Hektula presides over an immense trove of arcane knowledge and artifacts.
Immortal Nature:
An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM.
In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn't be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above.
As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Source: Eberron: Rising from the Last War p. 304</description>
<environment></environment>
</monster>
<monster>
<name>Tarkanan Assassin</name>
<size>M</size>
<type>humanoid (any race)</type>
<alignment>Any Non-Good Alignment</alignment>
<ac>15 (studded leather armor)</ac>
<hp>45 (7d8+14)</hp>
<speed>walk 30 ft.</speed>
<str>12</str>
<dex>16</dex>
<con>14</con>
<int>10</int>
<wis>14</wis>
<cha>11</cha>
<save></save>
<skill>Athletics +3, Deception +2, Perception +4, Sleight of hand +5, Stealth +5</skill>
<passive>14</passive>
<languages>Common, Thieves' cant</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Unstable Mark</name>
<text>When the assassin casts an innate spell, each creature within 10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a successful one.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The assassin makes two shortsword attacks.</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.</text>
<attack>Shortsword|5|1d6+3</attack>
</action>
<action>
<name>Fire Bolt (Cantrip)</name>
<text>Ranged Spell Attack: +4 to hit, range 120 ft., one target. 11 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.</text>
<attack>Fire Bolt (Cantrip)|4|2d10</attack>
</action>
<action>
<name>Chromatic Orb (1/Day)</name>
<text>Ranged Spell Attack: +4 to hit, range 90 ft., one creature. 18 (4d8) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The assassin's spellcasting ability is Constitution (+4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
<text>At will: fire bolt</text>
<text>1/day: chromatic orb</text>
</trait>
<spells>fire bolt, chromatic orb</spells>
<description>Tarkanan assassins are the elite killers, spies, and thieves who work for House Tarkanan, a criminal organization specializing in theft and assassination. In addition to their deadly skill, a Tarkanan assassin possesses an aberrant dragonmark—a twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks.
Aberrant Dragonmark Innate Spells:
The power granted by an aberrant dragonmark is unpredictable. When running a Tarkanan assassin, you can roll on the Aberrant Dragonmark Innate Spells table to determine the spells gained from that NPC's aberrant mark, replacing the spells in the stat block's Innate Spellcasting trait.
d6 | At Will | 1/Day
1 | Fire bolt (2d10) | Burning hands (3d6)
2 | Shocking grasp (2d8) | Chromatic orb (4d8)
3 | Poison spray (2d12) | Ray of sickness (3d8)
4 | Friends | Charm person (two creatures)
5 | Minor illusion | Thunderwave (2d8)
6 | Dancing lights | Sleep (7d8)
Source: Eberron: Rising from the Last War p. 320</description>
<environment></environment>
</monster>
<monster>
<name>The Lord of Blades</name>
<size>M</size>
<type>humanoid (warforged)</type>
<alignment>Lawful Evil</alignment>
<ac>19 (natural armor)</ac>
<hp>195 (23d8+92)</hp>
<speed>walk 40 ft.</speed>
<str>20</str>
<dex>15</dex>
<con>18</con>
<int>19</int>
<wis>17</wis>
<cha>18</cha>
<save>Str +11, Con +10, Int +10, Wis +9</save>
<skill>Arcana +10, Athletics +11, History +10, Perception +9</skill>
<passive>19</passive>
<languages>Common, Draconic, Dwarvish, Elvish</languages>
<cr>18</cr>
<resist>necrotic, poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses></senses>
<trait>
<name>Adamantine Plating</name>
<text>Any critical hit against the Lord of Blades becomes a normal hit.</text>
</trait>
<trait>
<name>Bladed Armor</name>
<text>A creature that grapples the Lord of Blades or is grappled by him takes 13 (3d8) slashing damage. A creature takes 13 (3d8) slashing damage if it starts its turn grappling or being grappled by the Lord of Blades.</text>
</trait>
<trait>
<name>Charge</name>
<text>If the Lord of Blades moves at least 10 feet straight toward a target and then hits it with his adamantine sixblade on the same turn, the target takes an extra 11 (2d10) slashing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away and knocked prone.</text>
</trait>
<trait>
<name>Warforged Resilience</name>
<text>The Lord of Blades has advantage on saving throws against being poisoned, is immune to disease, and magic can't put him to sleep.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The Lord of Blades makes three attacks: two with his adamantine sixblade and one with his bladed wings.</text>
</action>
<action>
<name>Adamantine Sixblade</name>
<text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 21 (3d10 + 5) slashing damage plus 7 (2d6) force damage.</text>
<attack>Adamantine Sixblade|11|3d10+5</attack>
</action>
<action>
<name>Bladed Wings</name>
<text>Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. 8 (1d6 + 5) slashing damage.</text>
<attack>Bladed Wings|11|1d6+5</attack>
</action>
<action>
<name>Fire Bolt (Cantrip)</name>
<text>Ranged Spell Attack: +10 to hit, range 120 ft., one target. 22 (4d10) fire damage.</text>
<attack>Fire Bolt (Cantrip)|10|4d10</attack>
</action>
<legendary>
<text>The humanoid (warforged) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (warforged) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The Lord of Blades makes one weapon attack.</text>
</legendary>
<legendary>
<name>Cantrip</name>
<text>The Lord of Blades casts one of his cantrips.</text>
</legendary>
<legendary>
<name>Cast a Spell (Costs 2 Actions)</name>
<text>The Lord of Blades casts a spell of 2nd level or lower from his spell list that takes 1 action to cast.</text>
</legendary>
<legendary>
<name>Blade Dash (Costs 3 Actions)</name>
<text>The Lord of Blades moves up to his speed without provoking opportunity attacks, then makes one attack with his adamantine sixblade. He can make one bladed wings attack against each creature he moves past.</text>
</legendary>
<trait>
<name>Spellcasting</name>
<text>The Lord of Blades is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following artificer spells prepared:</text>
<text>Cantrips (at will): fire bolt (see "Actions" below), mage hand, mending, prestidigitation</text>
<text>• 1st level (4 slots): expeditious retreat, sanctuary, thunderwave</text>
<text>• 2nd level (3 slots): blur, heat metal, scorching ray, see invisibility</text>
<text>• 3rd level (3 slots): dispel magic, fly, haste</text>
<text>• 4th level (3 slots): freedom of movement, Mordenkainen's faithful hound</text>
<text>• 5th level (2 slots): animate objects, wall of force</text>
</trait>
<slots>4, 3, 3, 3, 2</slots>
<spells>fire bolt, mage hand, mending, prestidigitation, expeditious retreat, sanctuary, thunderwave, blur, heat metal, scorching ray, see invisibility, dispel magic, fly, haste, freedom of movement, Mordenkainen's faithful hound, animate objects, wall of force</spells>
<description>The Lord of Blades is a warforged warlord who has broken 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 Khorvaire 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 warforged 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.
Warforged Nature:
The Lord of Blades doesn't require air, food, drink, or sleep.
Source: Eberron: Rising from the Last War p. 300</description>
<environment></environment>
</monster>
<monster>
<name>Tsucora Quori</name>
<size>M</size>
<type>aberration</type>
<alignment>Lawful Evil</alignment>
<ac>16 (natural armor)</ac>
<hp>68 (8d8+32)</hp>
<speed>walk 40 ft.</speed>
<str>17</str>
<dex>14</dex>
<con>18</con>
<int>14</int>
<wis>14</wis>
<cha>16</cha>
<save>Wis +5, Cha +6</save>
<skill>Insight +5, Perception +5</skill>
<passive>15</passive>
<languages>Common, Quori</languages>
<cr>7</cr>
<resist>psychic</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened</conditionImmune>
<senses>darkvision 60 ft.</senses>
<action>
<name>Multiattack</name>
<text>The quori makes three attacks: one pincer attack, one attack with its claws, and one stinger attack.</text>
</action>
<action>
<name>Pincer</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d10 + 3) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature. The quori has two pincers, each of which can grapple one target.</text>
<attack>Pincer|6|1d10+3</attack>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (4d4 + 3) slashing damage.</text>
<attack>Claws|6|4d4+3</attack>
</action>
<action>
<name>Stinger</name>
<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 8 (1d10 + 3) piercing damage plus 10 (3d10) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be frightened of the quori for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<attack>Stinger|6|1d10+3</attack>
</action>
<action>
<name>Possession (Recharge 6)</name>
<text>One humanoid that the quori can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.</text>
<text>The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.</text>
</action>
<trait>
<name>Innate Spellcasting (Psionics)</name>
<text>The quori's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:</text>
<text>At will: charm person</text>
<text>1/day: fear</text>
</trait>
<spells>charm person, fear</spells>
<description>Tsucora quori are nightmarish creatures. Their headless torsos are covered with eyes and twitching limbs, including two massive arms that end in powerful pincers, 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 position, 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 competitors 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.
Fearmongers:
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 uncertainty 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.
Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Source: Eberron: Rising from the Last War p. 307</description>
<environment></environment>
</monster>
<monster>
<name>Undying Councilor</name>
<size>M</size>
<type>undead</type>
<alignment>Neutral Good</alignment>
<ac>17 (natural armor)</ac>
<hp>104 (16d8+32)</hp>
<speed>walk 30 ft.</speed>
<str>16</str>
<dex>10</dex>
<con>14</con>
<int>17</int>
<wis>21</wis>
<cha>16</cha>
<save>Con +6, Int +7, Wis +9</save>
<skill>Arcana +7, History +11, Insight +9, Perception +9, Religion +7</skill>
<passive>19</passive>
<languages>Common, Elvish</languages>
<cr>10</cr>
<resist></resist>
<immune>poison, radiant</immune>
<vulnerable>necrotic</vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Aura of Radiance</name>
<text>The councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created that darkness is dispelled.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The councilor has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The councilor makes two Radiant Touch attacks.</text>
</action>
<action>
<name>Radiant Touch</name>
<text>Melee Spell Attack: +9 to hit, reach 5 ft., one target. 15 (3d6 + 5) radiant damage.</text>
<attack>Radiant Touch|9|3d6+5</attack>
</action>
<action>
<name>Healing Touch (3/Day)</name>
<text>The councilor touches another creature. The target magically regains 18 (3d8 + 5) hit points and is freed from one curse afflicting it (councilor's choice).</text>
</action>
<action>
<name>Flame Strike (5th-Level Spell; Requires a Spell Slot)</name>
<text>The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a DC 17 Dexterity saving throw. A creature 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 higher, the fire damage or the radiant damage (its choice) increases by 1d6 for each slot level above 5th.</text>
</action>
<legendary>
<text>The undead can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Touch</name>
<text>The councilor makes one attack with its Radiant Touch.</text>
</legendary>
<legendary>
<name>Shimmering Aura (Costs 2 Actions)</name>
<text>The councilor channels positive energy into its Aura of Radiance. Until the end of the councilor's next turn, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn in the bright light must succeed on a DC 17 Constitution saving throw or be blinded until the end of the councilor's next turn.</text>
</legendary>
<trait>
<name>Spellcasting</name>
<text>The councilor is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:</text>
<text>Cantrips (at will): guidance, mending, sacred flame, spare the dying, thaumaturgy</text>
<text>• 1st level (4 slots): bless, command, create or destroy water</text>
<text>• 2nd level (3 slots): augury, calm emotions, hold person</text>
<text>• 3rd level (3 slots): daylight, dispel magic, spirit guardians</text>
<text>• 4th level (3 slots): banishment, divination, guardian of faith</text>
<text>• 5th level (2 slots): dispel evil and good, flame strike (see "Actions" below), scrying</text>
<text>• 6th level (1 slots): forbiddance, planar ally</text>
<text>• 7th level (1 slots): plane shift</text>
</trait>
<slots>4, 3, 3, 3, 2, 1, 1</slots>
<spells>guidance, mending, sacred flame, spare the dying, thaumaturgy, bless, command, create or destroy water, augury, calm emotions, hold person, daylight, dispel magic, spirit guardians, banishment, divination, guardian of faith, dispel evil and good, flame strike, scrying, forbiddance, planar ally, plane shift</spells>
<description>Undying councilors guide and protect the people of Aerenal. They are the most powerful members of the Undying Court who still maintain their physical forms. While many undying councilors spend their days advising the living, some devote years projecting their consciousness into the Astral Plane, seeking new knowledge to share with their people. Still, not all minds are capable of assimilating immortality, and undying councilors sometimes buckle under the strain and go mad.
The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong 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 island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.
The Face 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 withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming 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 by 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 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.
The Undying Court:
The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai.
The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court.
Undead Nature:
An undying doesn't require air, food, drink, or sleep.
Source: Eberron: Rising from the Last War p. 311</description>
<environment></environment>
</monster>
<monster>
<name>Undying Soldier</name>
<size>M</size>
<type>undead</type>
<alignment>Neutral Good</alignment>
<ac>17 (breastplate)</ac>
<hp>26 (4d8+8)</hp>
<speed>walk 30 ft.</speed>
<str>16</str>
<dex>12</dex>
<con>14</con>
<int>11</int>
<wis>13</wis>
<cha>14</cha>
<save></save>
<skill>Athletics +5, History +4, Perception +3, Religion +4</skill>
<passive>13</passive>
<languages>Common, Elvish</languages>
<cr>2</cr>
<resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
<immune>poison</immune>
<vulnerable>necrotic</vulnerable>
<conditionImmune>exhaustion, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Illumination</name>
<text>The soldier magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The soldier can extinguish or restore this light as a bonus action.</text>
</trait>
<trait>
<name>Turn Resistance</name>
<text>The soldier has advantage on saving throws against any effect that turns undead.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The soldier makes two spear attacks.</text>
</action>
<action>
<name>Spear</name>
<text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) radiant damage if the target is a fiend or undead.</text>
<attack>Spear|5|1d6+3</attack>
</action>
<description>Undying soldiers make up the army of Aerenal's City of the Dead. They guard the temples of the Undying Court and the mansions of the noble lines of Aerenal, and Aereni ambassadors are often accompanied by undead bodyguards. Undying soldiers wear heirloom armor and wield ornate weaponry.
The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong 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 island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.
The Face 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 withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming 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 by 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 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.
The Undying Court:
The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai.
The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court.
Undead Nature:
An undying doesn't require air, food, drink, or sleep.
Source: Eberron: Rising from the Last War p. 311</description>
<environment></environment>
</monster>
<monster>
<name>Valenar Hawk</name>
<size>T</size>
<type>fey</type>
<alignment>Neutral</alignment>
<ac>14</ac>
<hp>10 (4d4)</hp>
<speed>walk 10 ft., fly 60 ft.</speed>
<str>8</str>
<dex>18</dex>
<con>10</con>
<int>9</int>
<wis>16</wis>
<cha>11</cha>
<save></save>
<skill>Perception +5</skill>
<passive>15</passive>
<languages>understands Common, Elvish, and Sylvan but can't speak</languages>
<cr>1/8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Bonding</name>
<text>The hawk can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.</text>
</trait>
<trait>
<name>Keen Sight</name>
<text>The hawk has advantage on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Talons</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) slashing damage.</text>
<attack>Talons|6|1d4+4</attack>
</action>
<description>The elves of Valenar 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 Emperor 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 animal to create a companion worthy of a champion.
Valenar animals are awakened to advanced intelligence 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.
Variant: Ancestral Traits:
Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.
d8 | Trait
1 | Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2 | Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3 | Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4 | Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5 | Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep.
6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.
Source: Eberron: Rising from the Last War p. 312</description>
<environment></environment>
</monster>
<monster>
<name>Valenar Hound</name>
<size>M</size>
<type>fey</type>
<alignment>Neutral</alignment>
<ac>14 (natural armor)</ac>
<hp>19 (3d8+6)</hp>
<speed>walk 40 ft.</speed>
<str>17</str>
<dex>15</dex>
<con>14</con>
<int>10</int>
<wis>15</wis>
<cha>11</cha>
<save></save>
<skill>Perception +4</skill>
<passive>14</passive>
<languages>understands Common, Elvish, and Sylvan but can't speak</languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Bonding</name>
<text>The hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.</text>
</trait>
<trait>
<name>Keen Hearing and Smell</name>
<text>The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
<attack>Bite|5|1d6+3</attack>
</action>
<description>The elves of Valenar 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 Emperor 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 animal to create a companion worthy of a champion.
Valenar animals are awakened to advanced intelligence 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.
Variant: Ancestral Traits:
Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.
d8 | Trait
1 | Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2 | Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3 | Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4 | Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5 | Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep.
6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.
Source: Eberron: Rising from the Last War p. 312</description>
<environment></environment>
</monster>
<monster>
<name>Valenar Steed</name>
<size>L</size>
<type>fey</type>
<alignment>Neutral</alignment>
<ac>13</ac>
<hp>22 (3d10+6)</hp>
<speed>walk 60 ft.</speed>
<str>14</str>
<dex>16</dex>
<con>14</con>
<int>10</int>
<wis>15</wis>
<cha>11</cha>
<save></save>
<skill>Perception +4</skill>
<passive>14</passive>
<languages>understands Common, Elvish, and Sylvan but can't speak</languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Bonding</name>
<text>The steed can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the steed bonds with a different creature or until the bonded creature dies. While bonded, the steed and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.</text>
</trait>
<action>
<name>Hooves</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage.</text>
<attack>Hooves|5|2d6+3</attack>
</action>
<description>The elves of Valenar 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 Emperor 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 animal to create a companion worthy of a champion.
Valenar animals are awakened to advanced intelligence 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.
Variant: Ancestral Traits:
Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.
d8 | Trait
1 | Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2 | Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3 | Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4 | Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5 | Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep.
6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.
Source: Eberron: Rising from the Last War p. 313</description>
<environment></environment>
</monster>
<monster>
<name>Warforged Colossus</name>
<size>G</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>23 (natural armor)</ac>
<hp>410 (20d20+200)</hp>
<speed>walk 60 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>8</cha>
<save>Int +4, Wis +8, Cha +7</save>
<skill></skill>
<passive>10</passive>
<languages>understands Common but can't speak</languages>
<cr>25</cr>
<resist></resist>
<immune>necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned</conditionImmune>
<senses>truesight 150 ft.</senses>
<trait>
<name>Immutable Form</name>
<text>The colossus is immune to any spell or effect that would alter its form.</text>
</trait>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the colossus fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The colossus has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The colossus deals double damage to objects and structures.</text>
</trait>
<trait>
<name>Towering Terror</name>
<text>Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving 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.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The colossus makes three attacks—one with its slam and two with its eldritch turrets—and then uses Stomp.</text>
</action>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +18 to hit, reach 20 ft., one target. 29 (3d12 + 10) bludgeoning damage, and the colossus can push the target up to 20 feet away from it.</text>
<attack>Slam|18|3d12+10</attack>
</action>
<action>
<name>Eldritch Turret</name>
<text>Ranged Spell Attack: +18 to hit, range 300 ft., one target. 18 (4d8) force damage, and if the target is a creature, it is knocked prone.</text>
<attack>Eldritch Turret|18|4d8</attack>
</action>
<action>
<name>Stomp</name>
<text>The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this 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, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.</text>
<text>Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).</text>
</action>
<action>
<name>Incinerating Beam (Recharge 5-6)</name>
<text>The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.</text>
</action>
<description>In the final days of the Last War, House Cannith unleashed its mightiest creations: the warforged colossi. These enormous mechanical warriors thundered across Cyre, crushing everything in their paths and leaving ruin behind them. Meant to end the war decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of Mourning. The arcane cataclysm that engulfed Cyre destroyed most of the warforged colossi, causing them to collapse into lifeless heaps.
Colossal Survivors:
Some warforged colossi survived the Day of Mourning more or less intact and are thought to only be in stasis, waiting to be awakened. Cannith artificers are eager to track them down and determine whether they can be awakened or, at the very least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell:
"Arkus" (Colossus WX-11) lies prone at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off.
"Artorok" (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House Cannith workshop, flooded but otherwise intact.
"Hanamar" (Colossus WX-42) stands at the bottom of Kraken Bay, near the coast of Valenar, buried up to its knees in sand and flooded, but it is otherwise intact.
"Karrnslayer" (Colossus WX-31) lost its legs but crawls through the Mournland, using its arms to drag its great bulk across the ground. It is always prone and can't use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option.
"Landro" (Colossus WX-33) is partially phased into a mountainside on the border of Cyre and Breland, but still explorable and potentially salvageable.
"Norr" (Colossus WX-5) is slumped amid the ruins of Metrol, the former capital of Cyre.
"Tymber" (Colossus WX-12) squats in the Crawling Swamp, in the northwest corner of the Shadow Marches. How it got there, no one knows.
Hollow Structure:
Although it can operate without a crew, a warforged colossus is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks.
A colossus might be filled with monsters and secrets, in addition to the corpses of those who died inside it. In chapter 4, map 4.8 illustrates an inactive warforged colossus, and the text that accompanies it explains how the colossus might serve as an adventure location.
Source: Eberron: Rising from the Last War p. 314</description>
<environment></environment>
</monster>
<monster>
<name>Warforged Soldier</name>
<size>M</size>
<type>humanoid (warforged)</type>
<alignment>Any alignment</alignment>
<ac>16 (natural armor)</ac>
<hp>30 (4d8+12)</hp>
<speed>walk 30 ft.</speed>
<str>16</str>
<dex>12</dex>
<con>16</con>
<int>10</int>
<wis>14</wis>
<cha>11</cha>
<save></save>
<skill>Athletics +5, Perception +4, Survival +4</skill>
<passive>14</passive>
<languages>Common</languages>
<cr>1</cr>
<resist>poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Warforged Resilience</name>
<text>The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The warforged makes two armblade attacks.</text>
</action>
<action>
<name>Armblade</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
<attack>Armblade|5|1d6+3</attack>
</action>
<action>
<name>Javelin</name>
<text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.</text>
<attack>Javelin|5|1d6+3</attack>
</action>
<reaction>
<name>Protection</name>
<text>When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.</text>
</reaction>
<description>Warforged soldiers are humanoids formed from wood and steel, then magically imbued with life and sentience. The warforged were created to fight in the Last War, and in the aftermath of that conflict, they struggle to understand their place in the world.
Most warforged soldiers still serve their former masters, often guarding dragonmarked houses or merchant caravans. Many warforged find it difficult to separate themselves from the soldiers they were made to be, seeking work as bouncers, bailiffs, and bodyguards. Others put their tireless strength to work as laborers, committed to the reconstruction of the towns and cities they defended or destroyed in the war.
Source: Eberron: Rising from the Last War p. 320</description>
<environment></environment>
</monster>
<monster>
<name>Warforged Titan</name>
<size>H</size>
<type>construct</type>
<alignment>Lawful Neutral</alignment>
<ac>20 (natural armor)</ac>
<hp>125 (10d12+60)</hp>
<speed>walk 40 ft.</speed>
<str>23</str>
<dex>8</dex>
<con>22</con>
<int>3</int>
<wis>11</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages of its creator but can't speak</languages>
<cr>8</cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Platforms</name>
<text>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.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The warforged titan deals double damage to objects and structures.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The warforged titan makes one axehand attack and one hammerfist attack.</text>
</action>
<action>
<name>Axehand</name>
<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 19 (3d8 + 6) slashing damage, plus 11 (2d10) slashing damage if the target is prone.</text>
<attack>Axehand|9|3d8+6</attack>
</action>
<action>
<name>Hammerfist</name>
<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.</text>
<attack>Hammerfist|9|3d8+6</attack>
</action>
<action>
<name>Sweeping Axe (Recharge 6)</name>
<text>The warforged titan makes a sweep with its axehand, and each creature within 10 feet of it must make a DC 17 Dexterity saving throw. A creature takes 19 (3d8 + 6) slashing damage on a failed save, or half as much damage on a successful one.</text>
</action>
<description>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 artificers 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 secrets 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 artificers who made them, House Cannith created the first warforged titans.
Source: Eberron: Rising from the Last War p. 315</description>
<environment></environment>
</monster>
<monster>
<name>Zakya Rakshasa</name>
<size>M</size>
<type>fiend</type>
<alignment>Lawful Evil</alignment>
<ac>18 (scale mail)</ac>
<hp>59 (7d8+28)</hp>
<speed>walk 30 ft.</speed>
<str>18</str>
<dex>14</dex>
<con>18</con>
<int>12</int>
<wis>13</wis>
<cha>11</cha>
<save></save>
<skill>Athletics +7, Perception +4</skill>
<passive>14</passive>
<languages>Common, Infernal</languages>
<cr>5</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable>piercing from magic weapons wielded by good creatures</vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Limited Magic Immunity</name>
<text>The rakshasa can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.</text>
</trait>
<trait>
<name>Magic Weapons</name>
<text>The rakshasa's weapon attacks are magical.</text>
</trait>
<trait>
<name>Martial Prowess (1/Turn)</name>
<text>When the rakshasa hits a creature with a melee weapon attack, the attack deals an extra 11 (2d10) damage of the weapon's type, and the creature must make a DC 15 Strength saving throw. On a failure, the rakshasa can push the creature up to 10 feet away from it, knock the creature prone, or make the creature drop one item it is holding of the rakshasa's choice.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The rakshasa makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelins.</text>
</action>
<action>
<name>Longsword</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.</text>
<attack>Longsword|7|1d8+4</attack>
</action>
<action>
<name>Javelin</name>
<text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage.</text>
<attack>Javelin|7|1d6+4</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The rakshasa's innate spellcasting ability is Charisma (spell save DC 11). The rakshasa can innately cast the following spells, requiring no material components:</text>
<text>At will: detect thoughts, disguise self</text>
<text>1/day: shield</text>
</trait>
<spells>detect thoughts, disguise self, shield</spells>
<description>Millions of years before the rise of the humanoid races, the rakshasas of Eberron ruled a civilization that spanned Khorvaire. Masters of combat, the rakshasas of Eberron wield their weapons with demonic fury, rushing into battle seeking vengeance against those who bound their fiendish masters.
Rakshasas are described in the Monster Manual. A martial variant—the zakya rakshasa—is presented here.
Zakya rakshasas are the bloodthirsty foot soldiers of the rakshasa horde. They are driven to free their fiendish 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 bearing the emblem of their demonic master.
Source: Eberron: Rising from the Last War p. 309</description>
<environment></environment>
</monster>
<monster>
<name>Steel Defender</name>
<size>M</size>
<type>construct</type>
<alignment>Neutral</alignment>
<ac>15 (natural armor)</ac>
<hp>2</hp>
<speed>walk 40 ft.</speed>
<str>14</str>
<dex>12</dex>
<con>14</con>
<int>4</int>
<wis>10</wis>
<cha>6</cha>
<save>Dex +3, Con +4</save>
<skill>Athletics +4, Perception +4</skill>
<passive>14</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Might of the Master</name>
<text>The following numbers increase by 1 when your proficiency bonus increases by 1: the defender's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).</text>
</trait>
<trait>
<name>Vigilant</name>
<text>The defender can't be surprised.</text>
</trait>
<action>
<name>Force-Empowered Rend</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. 1d8 + 2 force damage.</text>
</action>
<action>
<name>Repair (3/Day)</name>
<text>The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.</text>
</action>
<reaction>
<name>Deflect Attack</name>
<text>The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.</text>
</reaction>
<description>
HP is equal the steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class
Source: Eberron: Rising from the Last War p. 61
</description>
<environment></environment>
</monster>
<monster>
<name>Homunculus Servant</name>
<size>T</size>
<type>construct</type>
<alignment>Neutral</alignment>
<ac>13 (natural armor)</ac>
<hp>1</hp>
<speed>walk 20 ft., fly 30 ft.</speed>
<str>4</str>
<dex>15</dex>
<con>12</con>
<int>10</int>
<wis>10</wis>
<cha>7</cha>
<save>Dex +4</save>
<skill>Perception +4, Stealth +4</skill>
<passive>14</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>exhaustion, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Evasion</name>
<text>If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.</text>
</trait>
<trait>
<name>Might of the Master</name>
<text>The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).</text>
</trait>
<action>
<name>Force Strike</name>
<text>Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. 1d4 + 2 force damage.</text>
</action>
<reaction>
<name>Channel Magic</name>
<text>The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.</text>
</reaction>
<description>
HP is equal the homunculus's Constitution modifier + your Intelligence modifier + your level in this class
Source: Eberron: Rising from the Last War p. 62
</description>
<environment></environment>
</monster>
</compendium>