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A Netbook for use with the Dungeons & Dragons Roleplaing Game

INTRODUCTION
This book is a compilation of information originally posted on the Wizards of the Coast
Eberron forum and is offered to fans of the Eberron Campaign Setting as a gaming tool.
The work presented here has been edited and several ecologies with multiple contributions
have been reinterpreted and combined into a single entry. In some rare cases new
information has also been added to enhance the existing flavor of the entries. All changes
that have been made were done with the best of intentions and do not imply judgment
concerning the quality of the work that had already been completed. All original authors
are credited by screen name in Appendix B along with the name of the entry they
contributed to. The original thread can be found at:
http://forums.gleemax.com/showthread.php?t=581315.
All current artwork used, including cover art and backgrounds is the property of Wizards
of the Coast, most of which can be found on their website under the galleries section.

Edited by SnarkyMonkey

CONTENTS
A............................................ 4
ABEIL ............................... 4
ABOLETHS........................ 4
ALLIP................................ 4
ANAXIM ........................... 5
ANGEL OF D ECAY ............ 5
ANKHEG ........................... 5
ARANEA ........................... 6
ASH RATS ........................ 6
ASPERI ............................. 7
ASSASSIN VINE ................ 7
ATHACH ........................... 8
AUTOMATONS .................. 8
AVOLAKIA ....................... 9
B.......................................... 10
BANSHEE (WAILING
GHOST) .......................... 10
BASILISK ........................ 10
BEHOLDER ..................... 11
BEHIR ............................. 11
BLASPHEME ................... 12
BLINK DOG .................... 12
BLOOD APE .................... 13
BOGGLE ......................... 13
BOGUN ........................... 14
BONE NAGA ................... 14
BONE OOZE .................... 15
BRAIN IN A JAR .............. 15
BRAXAT ......................... 15
BULETTE ........................ 16
C.......................................... 17
CARRION CRAWLER ...... 17
CATOBLEPAS.................. 17
CHIMERA ........................ 18
CHUUL............................ 18
CLOAKED A PE ............... 19
CLOAKER ....................... 19
CLOCKWORK HORROR .. 20
COCKATRICE .................. 20
COROLLAX ..................... 21
CRIMSON DEATH ........... 21
D.......................................... 22
DARKMANTLE ................ 22
DARK TENTACLES ......... 22
DEATHBRINGER ............. 22
DELVER .......................... 23
DERRO ............................ 23
DESMODU ...................... 24
DESTRACHAN................. 24
DIGESTER ....................... 25

DISPLACER BEAST ......... 25


DOPPELGANGER
(ETHEREAL) ................... 25
DRAGONS, GEM ............. 26
DRAGON TURTLE........... 27
DRAGONNE .................... 27
DREAD GUARD .............. 28
DRYAD ........................... 28
DUERGAR ....................... 28
DURZAGON .................... 29
E.......................................... 30
EAGLE, GIANT ............... 30
ENTROPIC REAPER......... 30
ETHEREAL FILCHER ....... 30
ETTERCAP ...................... 31
ETTIN ............................. 32
F .......................................... 33
FAMINE SPIRIT ............... 33
FELLDRAKES .................. 33
FIENDWURM................... 33
FIHYR ............................. 34
FIRBOLG ......................... 34
FIRE BAT ........................ 34
FLUMPH.......................... 35
FOMORIAN ..................... 35
FROST SALAMANDER .... 35
FROST WORM ................ 36
G ......................................... 37
GALEB DUHR ................. 37
GARGOYLE ..................... 37
GHOULS ......................... 38
GIBBERING MOUTHER ... 38
GIRALLON ...................... 38
GNOLLS & FLINDS......... 39
GORGON ......................... 40
GRAY RENDER ............... 40
GREENVISE .................... 41
GRELL ............................ 41
GRICK............................. 41
GRIFFON ......................... 42
GRIMALKIN .................... 42
GRIMLOCK ..................... 43
GRIZZLY MASTODON .... 43
H ......................................... 44
HAGS .............................. 44
HALF FARSPAWN ........... 44
HALF V AMPIRE .............. 44
HARPY ............................ 44
HELLFIRE WYRM ........... 45
HIPPOGRIFF .................... 45

HOOK HORRORS ............ 46


HYDRA ........................... 46
I........................................... 48
ILLITHIDAE .................... 48
IMMOTH ......................... 48
IXITXACHITL .................. 48
J .......................................... 49
JAHI ................................ 49
JERMLAINE ..................... 49
JUGGERNAUT ................. 50
JULAJIMUS ..................... 50
K ......................................... 51
KOPRU ............................ 51
KRAKEN ......................... 51
KRENSHAR ..................... 51
KUO-TOA ....................... 52
L.......................................... 54
LAMIA ............................ 54
LAMMASU ...................... 54
LEECHWALKER .............. 54
LINNORM ....................... 55
LIVING HOLOCAUST ...... 55
LOCATHAH ..................... 56
M......................................... 57
MANTICORE ................... 57
MARRASHI ..................... 57
MAUG ............................. 58
MEDUSA ......................... 58
MEENLOCK .................... 58
MEGALODON ................. 59
MERFOLK ....................... 59
MIMIC ............................ 59
MINDFLAYER ................. 60
MINOTAUR ..................... 60
MOHRG .......................... 61
MOONRATS .................... 62
MORKOTH ...................... 63
MUDMAW....................... 63
MUMMY ......................... 64
MYCONID ....................... 64
N.......................................... 65
NAGA ............................. 65
NEEDLEFOLK ................. 66
NEOGI............................. 67
NETHERSIGHT MASTIFF 67
NIMBLEWRIGHT ............. 67
NYMPH ........................... 68

O ......................................... 69

YRTHAK ......................... 90

OGRE .............................. 69
OGRE MAGE (ONI MAGE)
........................................ 69
OTYUGH ......................... 69
OWL, GIANT .................. 70
OWLBEAR ...................... 70

APPEDNIX A ................... 91
INDEX

........................ 91

APPENDIX B ................... 94
CREDITS ......................... 94

P .......................................... 71
PEGASUS ........................ 71
PHANTOM FUNGUS ........ 72
PHASE SPIDER ................ 72
PHASM ............................ 73
PSEUDODRAGONS .......... 73
PURPLE WORM .............. 73
R.......................................... 74
REMORHAZ .................... 74
REVIVED FOSSIL ............ 74
ROC ................................ 74
ROPER ............................ 75
RUST MONSTER ............. 75
S .......................................... 77
SATYR ............................ 77
SAHUAGIN ...................... 77
SEA CAT ......................... 78
SENMURV ....................... 78
SHADOWS ....................... 79
SHAMBLING MOUND ..... 79
SHIELD GUARDIAN ........ 79
SHOCKER LIZARD .......... 80
SKUM ............................. 81
SPAWN OF KYUSS .......... 81
SPECTRE (SPECTER) ...... 81
SPELL W EAVER ............. 82
SPHINX ........................... 82
SPIDER EATERS .............. 83
STIRGE ........................... 83
T.......................................... 85
TENDRICULOS ................ 85
TREANT .......................... 85
TROGLODYTE ................. 85
TSOCHAR ....................... 86
V.......................................... 87
VARGOUILLE ................. 87
W ........................................ 88
WIGHT ............................ 88
WILL-O'-WISP ................ 88
WINTER WOLF ............... 88
WORG............................. 89
Y.......................................... 90

A
Abeil
3.5 Monster Manual II pg.22
During the destruction of the giant's
portal to Dal Quor, a backlash of
magical energy altered some of the
indigenous elven slaves, merging their
essence with that of the bee like insects
that previously were nothing more than
mere nuisances.
These so-called bee
people are found
scattered across Xen'drik,
residing in towering
structures that compete
with the heights of
Sharn itself. Each hive is
highly expansionist, but
so far this has been kept
in check by the mutable time and
geography of the land.
Though they have accepted their new
existence, growing from generation to
generation, they still despise the giants
for the corruption of their elven forms,
and hold an almost equal resentment of
drow and other elves for escaping what
befell them.

Aboleths
3.5 Monster Manual Pg.8
An official ecology was written by Keith
Baker and can be viewed at this link.
http://www.wizards.com/default.asp?
x=dnd/ebee/20050704a

Allip
3.5 Monster Manual Pg.10
The Allip is an uncommon undead that
can be found sporadically
across Eberron, the greatest
number appearing to
congregate on Khorvaire and
Sarlona.
This dark creature seems to
have only one thing in
common with others of its
kind, when mortal their
death was caused by
madness or suicide. This theory has been
further verified by the fact that many,
though not all, allips have been
connected with the mad cults of the
Dragon Below, or to the various prisons
of Khorvaire.
An adventurer who claims to have been
captured while exploring Riedra stated
that in the "Rehabilitation Camp" where
he was held their were many of these
creatures roaming the lower levels. When
asked for comment, the Inspired lords had
nothing to say about the allegations,
other then, "If such defiled creations
where to exist it would be abhorrent for

a Riedran not to attempt to remove the


being."

Anaxim
3.5 Epic Level Handbook pg.158
As of the time of this writing, there are
only three animate Anaxii in the world.
Two of these dwell in the Mournland, the
failed attempts of the Godforged to build
the body of their
supposed "Construct
Deity".
The third, however,
supposedly lives deep
within the jungles of
Xen'Drik, in the
largest of the
remaining ruins of the Giant civilization.
The only person to have seen this thing
and returned was a Gnomish adventurer
who's name has been lost to the ages.
According to the gnome's journal, dated
398 YK or 600 years ago, he found "A
giant, two-headed, thinking thing" deep
within the cyclopean ruins of Xen'Drik.
If the journal is accurate, then this
creature, whose left head is known as
Intercal and right one Orthogonal, was
in fact animate during the days of the
Giant civilization, and was initially
composed of multiple smaller entities
that had to combine to share parts that
had worn out and could no longer be
replaced.

Angel of Decay
3.5 Libris Mortis pg.83
A horrifying Raksasa
Raja first created the
Angels of Decay during

the age of fiends. Used as torture devices


against unlucky humanoids, the
creatures mere presence would cause
their target to decay to dry bone almost
instantly.
When the Raja's were imprisoned, most
angels were banished into Khyber and are
rarely heard from. Recently however
Erandis d'Vol has taken an interest in
these powerful undead and wishes to
learn the secret of their creation to boost
her armies.

Ankheg
3.5 Monster Manual pg.14
Commonly found across most of Eberron,
Ankhegs exist on every continent save
Frostfell, the low temperatures believed
to be too much for their biology. In
Khorvaire they are found within the
Talenta Plains and considered a great
scourge by the halflings. The Talenta
Ankheg is renowned as a dangerous
beast, but more often then not it
scavenges its food from the larger
predators that roam the plains. It is
notorious for killing and devouring
livestock and most times, halflings will
move camp when Ankhegs appear as they
are extremely dangerous even to clawfoot
mounts. To prevent any Ankhegs from
following them to a new location they
will even sacrifice some of their livestock,
leaving several carcasses on the trail to
occupy the ferocious creatures.
A more desert like variety lives in the
Wasting Plains and Menechtarun desert
of Xen'drik. With the inhospitable
climate, it only comes above ground
during heavy rains or at night. Because
of this, and its dark black coloring, it
has become know as the Nightstalker
Ankheg. A slight bit larger then the
Talenta Ankheg, it is known to grow up
to fourteen feet in length and has a more
5

predatory nature then


its scavenging cousin
in Khorvaire.
The largest and rarest
variety is found on the
continent of
Argonessen and is referred to as the
Chromatic Ankheg, It inhabits the
plains east of the Great Barrier
mountain chain, measuring up to thirty
feet long and feasts on anything they are
able to capture. The Chromatic Ankheg
gets its name from its "chameleonesque"
scales, which are vibrant and shift color
as they move. Only one of these creatures
has ever been captured and its remains
can currently be seen in the Morgrave
University.
Barely anything is known about the
Sarlonan version of this species, but an
Inspired Lord visiting Morgrave has
commented on a similar, yet much
smaller, creature to the Chromatic
Ankheg used by a race known as the
Dromites as guard animals.

Aranea
3.5 Monster Manual pg.15
Once, the Demon Wastes were a vibrant
forest similar to those of the Eldeen.
That time is over as the fell magic of the
fiends had sapped the land of its very life
to fuel their evil powers, turning the it
into a blighted desert. Foul magic used,
pervasive as it was, left interesting side
effects on the things that had survived
the devastation. One such case is the
Aranea.
As the vibrant
forests of the
Wastes dried
up monstrous
spiders fled
beneath the
6

surface into Khyber to find food. The


magic of the demons seemed to follow,
enhanced by the mutative nature of the
Dragon Below itself. One generation
after another was exposed to this new
mystical force, causing the spiders to
evolve and change until they gained a
new sentience. Once this new selfawareness had taken hold, they looked
around Khyber with distain, longing for
the world above. Soon after they
emerged in the Eldeen, and continued to
live there to this day.
The innate magic of the wastes
resonated with the Aranea and over
time, as they experimented with it, they
changed yet again. Through breeding
and spell, they began to develop unique
gifts, and over time, the once-vermin
manifested the power of mimicry,
changing their shape.
Claims have been made that the Aranea
not only inhabit the forests of the Eldeen
Reaches, but other areas as well.
Outside of Khorvaire they are also
believed to inhabit Q'barra, some islands
in Lhazaar, the Shadow Marches, and
Droaam. Aranea have also been spotted
as far as Sarlona, though many of those
from have long been tossed to the four
winds by the Inspired, and now inhabit
the jungles of Argonessen and Xen'drik.
The Aranea are rare, and each coven or
group seems to be uniquely different,
displaying many strange powers unseen
in other races. It is unknown if this is
because of the demonic taint or the years
of evolving in the most hostile lands.

Ash Rats
3.5 Monster Manual II pg.24
The Ash Rat is native only to Khorvaire,
and it is believed to have been created as
a practical joke by House Vadalis. As the

story goes, their were two friends, both


of which students at Arcanix, who where
renowned for their practical jokes. One a
member of House Vadalis, the other
Cannith.

recognition of excellence to Cannith in


matters of inter-house politics.

It is said that, when


the War of the Mark
ended, the House
Vadalis member
created a pack of these
creatures to spook the
house Cannith student,
who was deathly
afraid of rats. After a
few years of experimenting, with both
success and failure, he put his plan in
action, placing the rats in a forge where
the Cannith student was working. The
student noticed the smoke billowing
inside the room and panicked to fix the
problem. When he eventually noticed
that a dozen or so rats where the source
of the problem, he fled the room like, well,
a rat deserting a sinking ship. Since
that day Ash Rats have multiplied at
amazing rates.

3.5 Monster Manual 2 pg.25

House Vadalis still breeds the creatures,


offering them as pets or what have you
for about 20 gp each. They also offer a
small fee to capture and remove wild Ash
Rats, doing their best to keep control of
the market. Today it is a ritual among
the forge workers of House Cannith, for
friends to give each other a pet Ash Rat.
They are also presented to individuals
during an elaborate ceremony for

Asperi

The Asperi are a specialized mountain


horse bred by House Vadalis years before
the Last War. It is rumored that House
Vadalis learned the secret to breeding
these creatures from a ancient tome
recovered during a Xen'drik expedition.
These horses are highly valued for their
innate ability to fly on gusts of wind,
and for their exceptional beauty. So hard
is it to breed and train these creatures
that few pure breeds can be found and
House Vadalis charges no less then 9000
gp for a trained adult Asperi. Although
rare, some wild herds do exist, but
capturing and taming an asperi is a
quest onto itself.
The breed is well known in the larger
cities mainly because of actions of a
popular brewery in Sharn, Ahlieczar
Balsh, who possesses the largest
privately owned collection of Asperi on
the continent. Used to deliver their
product all over Khorvaire, these grand
horses have become synonymous with the
Ahlieczar Balsh label and have made the
brew a household name.

Assassin Vine
3.5 Monster Manual pg.20
The Assassin Vine, or
Giant Strangler is
common only in the
jungles of Xen'drik,
though several different
varieties do exist, a
particularly rare version

of which is said to flourish within the


King's Forest of Breland.
The King's Assassin found on Khorvaire
is very similar in all respects to the
common Assassin Vine of Xen'drik. The
only difference between the two is the
King's Assassin is actually a flowering
plant, as beautiful as it is deadly. These
flowers actually "bloom" when touched,
but react violently after the blooming.
They release a sweet scent into the air
before lunging directly forward, choking
their target.
A particularly deadly version, known as
the Giant Strangler, has been noted to
be of immense size and is coated in a
very strong contact poison. The plant
uses this debilitating poison to
incapacitate victims before strangling
them.

Athach
3.5 Monster Manual pg.21
The Athach is rarely seen in Xen'drik, and
even less so in Khorvaire. The origins of
this species are unknown, but these
hulking brutes are rumored to be some
long ago experiment by a Daelkyr to alter
and transform
the giants of
that region.
The reason for
this known
only to them.
Lending
credence to this
idea, the
Athach are very
similar in mind
and attitude to
the Hill Giants of Xen'drik and southern
Khorvaire. Beyond that though, the
similarities stop.

An adventurers journal was recovered


some ten years ago detailing a massive
battle between several hill giants and a
pair of athatch in the jungles of Xen'drik.
The adventurer noted that the giants,
who had quite obviously seen her party,
ignored them and instead battled the
two much larger and powerful Athach.
The note went on to detail the account of
the battle, stating that all the while,
the Hill Giants would taunt and rant at
the Athachs, calling them "Tainted
Ones" in the giant tongue.
Lord Ashborn, an exiled fire giant, gave
an audience with the researcher who had
discovered the journal. During this time,
he recounted a legend, which told how
the Athach were mostly unknown to the
giants until some 3000 years ago, when
they began to appear from deep beneath
the earth. Ashborn seemed mistrusting of
this tale as he believes its origin
originated from the Hill Giants and
that, in his words, it could be just the
ramblings of their superstitious minds
at work.

Automatons
3.5 Monster Manual II pg.27
House Cannith had always excelled at the
construction of homunculi, golems, and
other unintelligent constructs. At one
point however, one of their elite had a
bought of inspiration and turned to a
different type of creation. Instead of solid
constructs, he envisioned a series of
clockwork gears
and mechanisms,
which he would
then animate with
shadow magic.
The invention was
a success, and the
automaton was
born.

Two hundred years ago, they were the


pinnacle of House Cannith production
lines, and were a critical step in the
development of the Warforged, perceived
by some to be the great grandfathers of
the race. Even today, the automatons
are considered some of the greatest
inventions ever designed, and are still
used for excavation and mining.
There are four types of Automatons. The
most common are the Pulverizer and the
Hammerer, which are the original two
models developed. The other two models
are the Shoveler, and the Loader. The
Shoveler is known for its four arms, each
one ending in a sharp adamantine
shovel. It is also one of the larger
automatons, used to clear out excessive
amounts of dirt and rock, with its
oversized shovel shaped arms.
The rarest and newest type of
automaton is the Loader. Unlike the
others, the Loader is not even vaguely
humanoid, instead more insect-like in
appearance. The Loaders come in two
sizes, the more common Mini-Loader,
which is used inside of mines and other
areas where dirt needs to be carried out
and the massive Goliath.
The Goliath Loader is the size of an ogre
and is used to haul large amounts of soil,
transporting minerals from the mines to
processing locations. Unlike the other
automatons the Loaders are completely
defenseless, and the Goliath Loader never
leaves without an small contingent of
guards to protect its cargo.

the creation of the Daelkyr, or perhaps


natives of Xoriat. However, any who
have delved the depths of Khyber to ask
are met with nothing but confusion
when the word "Daelkyr" comes up.
Thusly, only themselves and a scarce few
members of other races know the true
origins of the Avolakia.
In truth, The Blood of Vol cults can
claim responsibility for the creation of
this race, and in doing so earned the
animosity of Illithids everywhere. For the
last one hundred and fifty years, these
creatures have been secretly bred by
priests of the Blood Of Vol, unbeknownst
to any of their followers. They where
originally created as a tool in an
attempt to convert many of the cults of
the Dragon Below. Today there are two
or three small communities of these
creatures in existence, each one deep
beneath the earth. These communities
are mostly populated by humanoid
followers, who where placed there to help
the Avolakia or have converted to the
Blood of Vol.
Most Avolakia worship the Blood of Vol,
specifically through a high-ranking
member known as Kyuss, a once human
lich necromancer who now acts as
Erandis Vol's intermediary between the
church and the Avolakia. Exactly what
Lady Vol is planning to use the creatures
for is uncertain, but it will likely involve
their natural ability to turn corpses into
undead.

Avolakia
3.5 Monster Manual II pg.28
The Avolakia is one of the strangest
aberration to exist, and are extremely
rare. Given the appearance of these
creatures, one would think that they're
9

B
Banshee (Wailing Ghost)
4e Monster Manual pg.117
3.5 Monster Manual II pg.30
The Banshee is a rare and deadly sprit,
born from tragedy and destined to an
existence of wraith filled vengeance.
Though known to inhabit varied
locations, mostly the result of some
unique horrific event or circumstance, the
greatest concentration of these spirits
exist mainly in two separate locations
in Eberron.
Found near ancient
ruins of giant
civilizations, the
banshees of Xendrix
owe their existence
to the devastation
wrought during the
Quori conflict and
then later by the
hands of the
dragons. The most
dangerous of these
are the once giants
that died during the cataclysm that
shook the foundation of their continent.
These banshee are usually of great size
and their essence is said to be so
permeated by the horrific nature of their
death that any who feel its caress can be
overwhelmed with nightmares
consisting of searing skies and blinding
flashes of wholesale destruction.
Cyre, in the area now called the
Mournlands, there exists a unique version
of this fearsome soul. Created during the
massive upheaval of magic released on
the Day of Mourning, these banshee are

10

not a single entity, but the blending of


several spirits who lost their lives on
that sad day. This legion like nature has
give them the unique ability to shift
between the visages of their former lives,
assuming many different humanoid, and
non-humanoid shapes. The personalities
of these creatures shift with the same
frequency, though the basic desire to
cause malice and sorrow underlies every
action it takes. Encountering these
creatures can be unsettling to say the
least as they are able to sometimes
disguise their true nature till there is no
hope of avoiding their wraith.

Basilisk
4e Monster Manual pg.26
3.5 Monster Manual pg.23
Commonly found in Droaam and within
the Blade Desert, the Basilisk is a native
creature to Khorvaire and Xen'drik, and
even at one time Sarlona.
The Khorvaire Basilisks, is the most
common variety but stories of large ones
growing to 12 feet in length and
weighing more then 2000 lbs are known.
There seem to be three variety that
inhabit the lands, the largest of which,
the Scimitar Basilisk, is found in the
Blade Desert. These creatures are seen as
walking nightmare, and even the gnoll
usually take great steps to avoid such
them.
Another common variety is the Khyber
Basilisk, which many believe could be the
originating species. It is seen
throughout the deep realm, but only
appears above ground in the areas of
Droaam. There they are frequently used
as guard animals and usually fitted
with special helmets that cover their
face, so that normal beings have nothing
to fear. These Basilisk are not much
different from the Scimitar Basilisk but

do not seem to grow to the large size


that there desert cousins can achieve.

Beholder

The most unusual of the species is the


amphibious type found to most
commonly inhabit marsh filled lands of
the Shadow Marches. Though similar in
appearance to a normal basilisk, its
aquatic environment
has given it strange
physiological changes
that make it truly
unique. One of the
smallest varieties of
basilisk, its body
appears to be more
streamlined then any
other. Its six legs have actually evolved
into flippers and its head has taken on a
decidedly more crocodilian shape. Its tail
extends into a fluke like shape with
which the basilisk uses to help propel
itself through the water at surprising
speeds. It lives only in deep swamps and
never comes on to land, except to lay
eggs

4e Monster Manual pg.32


3.5 Monster Manual pg.25

Though the Khyber Basilisk is the most


common, Xendrik has its own variety to
be feared, the Menechtarun or Greater
Abyssal Basilisk. This creature is only
found in the eastern portion of the
Menechtuarun desert, between the Sun
Pillars and Fangs of Argarak. They are
the most powerful and dangerous variety
that exist, and in some ways seemingly
the most diverse offshoot of the basilisk
line. The creature has a more developed
set of jaws and can grow between
twelve and fifteen feet in length. The
most startling revelation is the theory
that they may possesses intelligence
surpassing any exhibited by the other
varieties of basilisk to date. Though it
has been never captured nor have any
remains been brought forth, the scholar
who detailed and documented the
experience is quite renowned on the
continent and is considered to be
abruptly honest with his observations.

An official ecology was written by Keith


Baker and can be viewed at this link.
http://www.wizards.com/default.asp?
x=dnd/ebee/20050704a

Behir
3.5 Monster Manual pg.25
Until recently it was presumed that the
Behir was a primitive species, its
intellect no greater than that of a lion or
tyrannosaurus. Marl ir Perkin, a wellknown adventurer and favored of the
Morgrave Institute, has since changed
this opinion. During one of his many
explorations deep into the Demon
Wastes, Marl was taken in by an
ancient Behir who had helped him escape
the clutches of a pack of savage
barbarians. It was from this behir that
he reportedly learned the
secret origin of their
species on Eberron.
From the recounting, the
behir are in fact the
children of the blood of
Syberis, much like the
dragons, evolving from the deluge as it
rained down upon the land during the
time of creation. Their connection to
Eberron was deeper, however, than their
draconic brothers, inspiring them to
become guardians of the lands
themselves, if not the creatures that
dwelled upon them. During the many
ancient conflicts between the Dragons
and the fiends, the Behir stayed mostly
neutral, acting only to protect Eberron
11

itself. They cared nothing for either side


of the conflict, and so it would of stayed
if not for an unwise decision by the
Rajahs to turn their evil attention
towards Behir lands . Once this
happened the Behir and Dragons fought
side by side, though many Dragons
treated them with distain because of
their refusal to involve themselves for so
long. Many stories through out the ages
have shown Dragons and Behirs battling
one other in titanic clashes, their
animosity continuing to this day.
Currently inhabiting all four corners of
Eberron, Behir are an isolationist
species, tending to shy away from other
races. Preferring the simple life, they
tend to settle in more wild
environments, as opposed to the more
populated centers around the world.
Similar to dragons in both mannerisms
and physical appearance., behirs grow in
both size and power as they age, and
come in many different and diverse
colors.
A sect of Behir, to supposedly avoid more
conflict with the dragons, has delved
into the depths of Khyber where they
carve out an more violent existence.
Unlike the Behir above ground, these are
much more violent and chaotic, probably
due to the inhospitable realm in which
they live, though some say that the real
reason they are like this and why they
moved into Khyber was to plan their
revenge. These types are rarely seen
above the surface, but outnumber those
on the surface. Other than coloration,
there is no difference between the two,
the darker shades being the most
predominant.

Blaspheme
3.5 Libris Morits pg.85
These horrific undead are
the foul creations of
necromantic masters in
Karnath. Though they
were used only in the final
years of the last war some
of the horrid beasts can still be found
either in the service of Blood of Vol cults,
under Karrnath rule, or simply
wandering free in the wild to feed off the
flesh of anything that gets close to them.

Blink Dog
3.5 Monster Manual pg.28
Blink dogs are native to both the
Talenta plains and the Blade desert.
Those in the plains tend
leave the blink dogs to
their own devices, however
it is still consider ed a
milestone in a scouts
capabilities when they
sneak up on a blink dog
and touch it before it can
disappear.
House Vandalis reportedly runs the only
Blink Dog kennel, using them for both
hunting and breeding purposes. A
properly trained hunting dog can use its
teleportation abilities to truly confuse
most types of wild species. Breeding
with normal dogs is done to transfer the
apparent instinctual hatred of displacers
to lesser canines, allowing for more
affordable, but highly effective guard
dogs for the general populace.
Interestingly, there is a species that is
believed to be a cousin of the blink dog,
found in Frostfell. They do not retain the

12

ability to "blink" or teleport, but instead


have an innate blurring effect, which
helps them blend better with the
snowstorms that rage across the
continent.
Another species of Blink Dog, native to
Sarlona, has been fully domesticated
since the rise of Riedra. Unlike the
common species of Khovaire these hounds
are psionic in nature, possessing certain
natural abilities that aid in detecting
intrusion. Used as guard animals, they
appear to be of a slightly larger size
slightly larger and a bit of a heartier
nature.
In the western reaches of Khorvaire the
Vvarrak's Hound, a large and powerful
breed, is considered sacred by the Orcs
that follow the druidic traditions. It is
considered a great dishonor among them
to hunt down a Blink Dog and kill it.
Legend persist among these tribes that
Vvarraak created them to help in their
battles against the Daelkyr.

Blood Ape
3.5 Monster Manual II pg.32
These strange magical apes are found
only on the continent of Argonessen.
Said to have been created through the
powerful magic of the Dragons, only a
handful have ever been killed or captured,
and little is truly known about them.
Despite their name they are
believed to be omnivores,
primarily feeding on plants,
which make up the bulk of
their diet. Their sanguine
moniker actually refers to
their crimson coats of fur,
which are highly prized in
Khorvaire markets.
Extremely territorial, blood
apes are not to be taken lightly, their

massive size, and the ability of males to


grow to even larger proportions has
caused many deaths. Other then the
Alpha male, these creatures are naturally
shy, and will usually leave the area until
it is safe, which tends to result in the
death of whatever disturbed their
habitat.

Boggle
3.5 Monster Manual II pg.33
Theories on the boggles beginnings range
wildly depending on the area. Talenta
mothers tell their children wild stories of
how these scavengers were formed from a
halfling tribe living in the vicinity of a
daelkyr prison. Overspill from a Husk of
Infinite Worlds is what they say caused
the corruption of the
halflings into the form
they hold today. In truth,
though the daelkyr are the
reason, their actual origin
stretches back to the last
invasion, and concerns a
group of gnomes, not
Halflings, that fell into
the clutches of a being
named Yynemmegh. After
continual experimentation, the daelkyr
was simply unable to make a decent
combatant out of the gnomes, eventually
giving up in frustration and releasing
the first boggles out into the world.
Despite the harsh treatment, modern day
boggles still revere him, her, or it as a
god, erecting small statues reminiscent
of its visage built from the items they
pilfer.
The Boggles penchant for petty theft
and abilities to harangue pursuers hence
avoiding capture, makes them widely
considered an annoyance to the law
enforcement officials of most major cities
in Khorvaire. They can be found
wherever there is a city large enough not
13

to notice a few extra petty thefts, and


that has enough abandoned or vacant
houses that nobody would notice their
being there. Rumors abound of a boggle
community comprising over a thousand
members somewhere in the abandoned
lower city of Sharn, though nobody who's
claimed to find it has been able to lead
anyone there. The creatures seem to have
a sort of rivalry with Ethereal Filchers,
the two entering into "wars of
acquisition" marked by rashes of petty
thefts if one seeks to make a home in the
territory of the other.
Bored, or perhaps mentally unstable,
scholars who make studies of the
anatomy of these daelkyr spawned
creatures have also noticed nearly
identical biological structures that
control each of these creatures magical
modes of transport, leading to theories
that the two may have been created by
the same Daelkyr. No one has yet to take
such theories seriously.

Bogun
3.5 Monster Manual II pg.34
3.5 Complete Divine pg.152
3.5 Masters of the Wild pg.82
Many years ago, an artificer by the name
of Saal Bogun, strolled out of the Eldeen
Reaches, just before the beginning of the
Last War. He traveled all about
Khorvaire, improving his skill, but never
truly becoming accomplished in the art.
In his later years, feeling abused and
neglected, he returned home to the deep
woods where he had grown up. Soon
after returning he was visited with an
inspiring dream. In it, Eberron herself
spoke to him, departing with him a way
to show others that the art he learned
can be true to the druidic faith. After
consulting with his friends, and being a
strong believer in the druidic faith, he set
about attempting to duplicate what
14

was shown to him. After only a few


years, the first construct
was created, and he
looked upon it with
pride, Taking the
creation to Oalian
himself, he hoped the
master would see how
true to the faith this
new innovations could
be. Oalian was amazed
and saw the invention was indeed a part
of the natural order, and not an
abhorrent misuse of the natural world as
Saal had feared. For the remainder of
Saal's life he was a heartfelt member of
Oalian's druidic circle, and advised the
council on ways to use the arcane to
benefit nature. In his death, the artifice
he had created was named after him, and
many druids that understand the arcane
is not meant to be despised, keep boguns
to honor him.
The Greensingers, though supportive,
instead believe it was not Eberron, but
in fact representatives of the fey that
taught Saal the methods to create the
bogun, but they have little proof of this.

Bone Naga
4e Monster Manul pg.194
3.5 Monster Manul II pg.35
Bone Naga are undead creations of the
species called the Dark Naga. If during a
conflict, a dark naga kills a guardian
naga as either ritual or sport it
sometimes raises
the enemy as a
creature of bone
under its control.
If the guardian
was a truly hated
foe, one of the
darks most favored

torments is to allow the newly risen


creature to retain full knowledge of its
identity and force it to kill other
guardians that get in the way.

Bone Ooze
3.5 Monster Manual II pg.35
The few actual documented encounters
with bone ooze have occurred in sealed
ruins that were later found to be tombs
of Dhakaani generals.
It is speculated that
these things are related
to Bonedrinkers in
some way, since a large
amount of those that
exist were originally
created from Dhakaani
goblinoids that
underwent unorthodox
and improper burials. The most popular
theory is that if a Bonedrinker goes
without feeding for a long period of time,
the white fluids that leak from their
weeping sores will collect, this becoming
the basis of an ooze. Due to the danger
that the creature presents to an
adventuring party, it would appear that
only warforged are capable of getting
anywhere near one without immense
danger.

Brain in a Jar
3.5 Libris Mortis pg.90
The sinister creations of Illithid
necromancers, this horror is nothing
more than an attempt to preserve and
scan the minds of captured thralls that
die of natural causes. Some
even believe that the more
powerful of these creatures are
in fact the brains of Dalkyr
lords, having been preserved by

their Illithid minions to keep their


masters wisdom in check.

Braxat
3.5 Monster Manual II pg.37
The monstrous beasts, known as braxats
seem to be most common wandering the
desert wastelands of Sarlona. These
creatures are highly violent and have
little to do with others, even their own
kind and are believed to be
the prodigy of an ancient
giant breeding program.
However, there appears that
some sort of tension exist
between the two creatures,
as braxats will either flee an
area inhabited by giants, or
will actually band together
with rivals to eliminate them. Whatever
the cause, this violent nature has
thankfully led to keeping the braxat
population relatively low.
A truly murderous species can also be
found in either Khyber or in the
treacherous Endworld Mountains.
Extremely rare, most attempts to
capture a specimen have resulted in
death for the entire hunting party.
Recently however, a hunting expedition
led by the renowned Boroman ir'Dayne
recovered a partial corpse comprising of
the head, torso and one arm. Study of
this remnant revealed that the creature
had undergone partial ceremorphosis,
placing the blame for its creation
squarely at the feet of the illithids.
In truth, there are an untold number of
subspecies and many mutant versions
that appear to exist, particularly on the
continent of Xen'drik. Here, the
creatures type seems to vary so widely
that the drow have an old adage that
roughly translates to "Determining the

15

future is like predicting a Braxat's


prodigy."

Bulette
4e Monster Manual pg.38
3.5 Monster Manual pg.30
The massive predator known as the
bulette seems to have been here as long
as any other creature can remember.
Many ancient documents and collections
have all described "Land Sharks" of
similar design and ferocity. Though
pervasive, there seem to be only two
lands that dont have a common
population of bulette, Frostfell and
Argonessen.

Little is known about the bulette's


origins, but much has been learned of
their mindset. Nomadic for the most
part, only bulls have been known to hold
any sort of territory for a prolonged
period of time. Wherever food can be
found in great abundance a male will
stay and feed until it can no longer
sustain itself. Females on the other hand
constantly wander throughout their
lives, only stopping to eat and mate.
On Khorvaire Bulettes can be
encountered with great frequency, mostly
within the King's Forest of Breland and
southern Karnnath near the borders of old
Cyre. King Borenal is noted for killing
the largest known member of the species
to date, its head mounted above his
throne. The story goes that Boranel,
upon returning with the beast, had to

16

behead it, lest its body occupy a large


portion of the court. King Boranel has
claimed that he struck the beast down
with one mighty blow from his bow but
even to those closest to him, it is
considered idle bragging.
The karnnathi bulette is somewhat
different from others. It is said that
since they tend to feed on zombie and
skeleton soldiers, the necromantic magic
in the undeads creation has tainted the
indigenous bulette.

C
Carrion Crawler
4e Monster Manual pg.40
3.5 Monster Manual pg.30
It is presumed that the Carrion Crawler
is the spawn of Khyber itself and has
been roaming its depths for thousands of
years. The first documented record of a
Carrion Crawler was discovered in an
ancient document uncovered on the
continent of Xen'drik. The document was
the account of a giant overseer by the
name of Dulgan,
who stumbled over
some large wormlike creatures in
the depths of a
cavern where he
had left his elven
slaves. The giant
was shocked to
find that all his
slaves had been, or
were in the process of being, devoured by
the fearsome creatures. Striking down
one of the beasts, the others turned and
ran, scared by the appearance of more
formidable prey. Taking the carcass of
the dead creature with him, he reported
the situation to the rulers of his
province, expecting some sort of
compensation for his loss of slaves. The
account ends there, though separate
evidence has been uncovered from a
different site that alludes to a giant of
the same name being hanged for treason.
Whether these two persons are related in
anyway is currently unknown.
Many varieties of the crawler seem to
exist throughout Eberron, though most
are of a similar nature and design. An
exception to this is the Spinetingler, so

named for the large spines that cover its


body. Found mostly in the jungle
regions, their spikes are useful for
deterring predators and also carry with
them a paralyzing toxin. A unique
aspect of their spines is their ability to
launch them at prey at a great distance
and accuracy.

Catoblepas
3.5 Monster Manual II pg.41
The Catoblepas is not a natural
occurring beast, and without questions
its origins are tied to the Daelkyr. Like
so many artificial species they spawn
numerous mutations and strange breeds,
usually caused by the manifest zones
they inhabit. This hideous creature can
be found in the many marshlands of
Khorvaire, Xen'drik, and to a lesser extent
Argonessen. Claims have even been made
that within Khyber the Catoblepas
thrive, living off of fungal forests and
lichen.

The strangest of the breeds is a


subspecies of the smaller Khyber type,
known as the Hytoblepas. The most
noticeable difference is the numerous
heads of the creature, usually 3 or 4, and
has a more slender body. Also unlike the
other catoblepas that have a regular
hunting schedule, this subspecies will
often exist on a diet of meat, which is
readily available. There is an
unsubstantiated belief, proposed by a
small group of scholars, that the
hytoblepas was spawned from the
unlikely crossbreeding of normal
catoblepas and hydras. This theory holds
no true acceptance considering, save the
17

multiple heads, they share no other traits


with the hydra species.

Chimera
4e Monster Manual pg.41
3.5 Monster Manual pg.34
Chimera are wildly believed to be an old
species that harkens back to a time
during the great war between dragon
and rajah. As the story goes, a
particularly mad rajah held such
contempt for his hated enemies that he
created the chimera to mock them with a
horrid abomination of their very nature.
Disgusted by their existence, the dragons
set about to destroy every last one so the
monstrosity couldnt spread its filth
upon dragon soil. At the end, in a grand
and magnanimous gesture, they instead
relocated them to other parts of Eberron,
for who is of greater blame, the
abomination or its creator.
Though an
impressive
story, the
truth is far
more
disturbing.
The Chimera
actually harkens back to the time before
Dragons had gained their full sentience.
They were the result of near-feral
dragons that, finding no draconic mate
when breeding season came, took to
interbreeding with animals. Once the
dragons gained their full mental state,
they saw the bastardized results of their
indiscretion and learned the value of
being more selective with their breeding
as well as a general contempt for lesser
dragon birthed species. Their
embarrassment is the reason nothing has
been done to correct the misconception of
their origins though out the world.

18

Many chimera can be found on Xendrik,


though the largest contingent is actually
located in Frostfell. Khorvaire once had
an impressive array of the species as
well, but since their inception, whenever
a non-dragon society begins to grow to
the point where they could discover the
correlation between dragon and chimera,
a campaign of genocide is begun to
eradicate the abomination from the
emerging area. All in an attempt to
hide their dirty little secret from the
lesser mortals. Eradication is not a
simple business however nor is it ever
absolute, so the occasional chimera can
appear almost anywhere in Eberron.
Legends as well are a hard thing to kill
and word of the magical beast has
remained in myths from many cultures.
In fact, one such tale tells of an ancient
fortress of the fiends, deep within
Khyber, which use a pride of massive
Chimera to guard its dark gates. The
chimera eviscerate all who come near,
save those who bear the mark. Where
this fortress is, or what mark is being
spoken of is still a mystery.

Chuul
4e Monster Manual pg.43
3.5 Monster Manual pg.35
From the realm of Madness these
creatures came. Unlike others from that
plane the chuul where not a creation of
the Daelkyr lords, but an indigenous
species. They did however serve as
minions to the Daelkyr during their war
against the orcs. Today the Chuul seem
to show no signs of allegiance and
appear to care little for the Lords of
Madness. Instead they live a wild and
chaotic existence
roaming the seas
south of Khorvaire.

Chuul are found mainly near Shargon's


Teeth, where some have attempted to
live among the Sauhgin, setting
themselves up as gods. The swamps and
rivers of southern Khorvaire are also their
home, as well as those of northern
Xen'drik. Recently, Aerenal has begun to
have encounters with these beasts as
well, which is disconcerting to many.
Several governments of Khorvaire are
showing some concern, as it seems the
chuul are expanding to new seas and
lands every year, claiming more and more
territory.

all the variants this one seems to be the


most well known. These cloaked apes are
famous for their beautiful coats, with
colorfully patterned "cloaks", which are
jokingly referred to as their coat of
arms". This subspecies is also known for
its unique ability to use prismatic spray
on foes that have attacked it.

Cloaked Ape

The Cloaker is a rare and elusive creature,


and an enigmatic one at that. Since
little is known of them, it is no surprise
that an array of myths have sprung up
to explain their existence.

3.5 Monster Manual II pg.46


The Cloaked Ape is a rare breed of ape
that inhabits the tropical forests of both
Xen'drik, southern Khorvaire, and
Aerenal, though the breed seems to
originate from either Aerenal or Xen'drik.
The common Cloaked Ape is native to
both southern Khorvaire and Xen'drik,
but there are three subspecies currently
known to exist as well.
The famous Banshee
Cloaked Ape of Aerenal
is one of the strangest
of the breeds. It has
innate abilities that
allow it to evade
predators, and it hunts
using a sonic
screeching attack that
stuns its prey.
The Giant Cloaked Ape of Xen'drik is the
largest of the subspecies, greater in size
then a common ape. It is also one of the
rarest breeds of cloaked ape to exist, with
only a handful of sightings ever
documented.
In the King's Forest another subspecies,
the Regal Cloaked Ape, can be found. Of

Cloaker
3.5 Monster Manual pg.36
3.5 Lords of Madness pg.142

Those among the Church of the Sovereign


Host claim they are no common creature,
but spawn created from the flayed skin of
the Mockery. Others believe that the they
where the creation of the Daelkyr and, as
opposed to many such experiments, were
not considered a failure.
A common belief among the educational
institutions of Khovaire consists of the
cloaker being born of Khyber, much like
the fiends. Not
having the same
ill intent as the
Rajahs they did
not take an
active hand in
the war of the
Dragons and
Fiends, instead
choosing to keep to the dark. The
greatest authority on cloakers, an elf
scholar who studied in the floating
citadel of Arcanix, has discovered that
there is actually a subspecies of cloaker
known as the Shadowcloak Elder. He
says that the power and abilities of this
cloaker overlord is verifiable proof that
they are tied to the realm of darkness,
19

adding more evidence to them being


spawns of Khyber. He further suggests
that there are rumors of some sort of
society being formed within the Plane of
Shadows and deep within Khyber by
these creatures, but for what purpose is
currently unknown.

for their manufacture. Study of the


surrounding area also revealed evidence
that the ruins were secured at one time,
after the horrors somehow caused the fail
of the city. Giants from neighboring
cities actually guarded the area until the
complete collapse of their civilization.

Clockwork Horror

Cockatrice

3.5 Monster Manual II pg.47

3.5 Monster Manual pg.37

One of the greatest achievements the


ancient giants were known for were the
advances they made in the realm of
artifice. The clockwork horror is a
testament to that skill. Little evidence
of such creatures still exist, but not too
long ago some surviving relics were
brought to the attention of the
Wayfinder's Guild, accompanied by a
fantastic tale of adventurer.

Once nothing more then a common bird,


the origin of the cockatrice dates back
thousands of years. The first record of
any such creature seems to indicate that
the Medusa were responsible for their
breeding. The record states that the
giants, while exploring an entrance to
Khyber, discovered a conclave of Medusa
held up deep beneath the earths surface.
This group had apparently bred the
cockatrice as pets as well as guards
against any minor predators.

The group that


brought the
remnants of the
clockwork
creations,
claimed they had
discovered a
great ruin where
these automated beasts still functioned,
bound to their original purpose. The
constructs constantly mined out ore from
around the ruins, and paid no mind at
all to the intruding adventurers. That
was, until they attempted to inspect
deeper with city. To their utter
amazement the creatures acted in
unison, moving with precision and
single-minded efficiency. Had it not
been for sheer luck, and the discovering
that the creatures could not follow past
a certain point, the tale would of ended
before it began.
Though they found out little about how
the creatures were created, they did
discover that the giants were responsible
20

Today three varieties are known to exist,


the most powerful of which being the
giant variety. These large birds, which
make their home on the continent of
Xendrik, are the size of full-grown men,
and seem to be a magical offshoot
developed by the giants themselves, hence
the increase in their size. They were
believed to be used in the great war as a
type of shock troop, wading into the
enemys ranks and turning them to
stone. Unlike
many Cockatrice
this particular
variety seems to
be very colorful
and vibrant,
especially for the
male. It has beautiful gold, silver, and
copper colored feathers. Its tail
duplicates this same scintillating
plumage.
The other two varieties are more closely

related. The first, commonly known as


the Keepers Bird, is found in greatest
numbers in the area of Droamm, deep
with the earth. The most numerous of
species, the name is derived from a myth
that those petrified by the cockatrice
cannot let their spirit flee to Dolurrh,
and are forever trapped within their
stone form.
The other is found on the plains of
Sarlona, and is said to have been
brought their years ago by Lhazaar
herself. The Inspired at one point went
to great pains to try and remove the
creatures, but have come to the
conclusion that it is next to impossible.
Commonly the rebels of Adar capture the
birds and will release them into Riedran
garrisons.

made up of many separate factions with


different purposes. One such cult is
responsible for the undead creatures called
Crimson Death. Specifically designed to
abduct sacrificial victims without any
danger to the more mortal cult members,
they served their purpose quite well.
That was until the destruction of this
sect of the cult by forces unknown. With
a lack of leadership, the crimson death are
now left to roam the Marches, abducting
and killing any they please.

Corollax
3.5 Monster Manual II pg.50
The Corollax is one
of the most
beautiful birds in
Eberron. They
commonly inhabit
Aerenal, but many
flocks do migrate
to northeast
Xen'drik and
southwestern Khorvaire. These birds are
highly prized for their beautiful
appearance and singing, Q'barra actually
selling the birds on a regular basis to
visitors.

Crimson Death
3.5 Monster Manual II pg.53
The Cults of the Dragon below, though
many consider a singular entity, is
understood by the more informed to be

21

D
Darkmantle
3.5 Monster Manual pg.38
This strange creature makes its home in
only one place, deep within the earth in
the realm of Khyber. Though usually
found in the upper reaches, it is not
unusual to find a Darkmantle laying it
wait at the varies openings and
entrances to the deep realm.
Though there have been
many different
varieties discovered,
most have similar
abilities and
characteristics. An
exception to this is the
Nautilus Mantle.
Strangest of the
breeds, this species camouflages itself in
a specialized shell designed to duplicate
the appearance of a stalactite. In this
form, it hides in plain site on the ceilings
of caverns, just waiting for the unlucky
to walk beneath it. Another unique
adaptation is a self defense mechanism
devolved in case of it taking on prey it
cant handle. The nautilus can emit from
its pores a black vapor that quickly fills
the areas around it. The vapor is highly
acidic and can cause temporary
blindness.

Dark Tentacles
3.5 Monster Manual II pg.54
Found in the area of the Shadow
Marches, most scholars who study
monstrous creatures such as these

22

automatically assume that it is the


creation of the Aboleth. This theory is
not far from the truth, but with a slight
difference in detail. The Aboleth were
indeed responsible for a progenitor species
of the Darktentacles, but not the one we
know today. During the Daelkyr
invasions, an unlucky few of the origin
species came under the prevue of
Belashyyra, legendary creator of another
fearsome beast, the beholder. From this
interaction they were changed forever to
the creatures of modern day.
Few of the original
species have ever been
seen, save for a tiny
few specimens that
have washed up from
the marsh, though
these samples were
badly damaged from
advanced
decomposition. The only true differences
that could be discerned from these
decayed forms consisted of a lack of
features on their large tentacle. The only
telling mark was what seemed to be the
remains of a single eye, several inches
from the tentacles tip. The tentacles
themselves seemed to be covered in some
sort of highly corrosive mucous so intense
it could etch Adamantine, but whether
this was a natural defense or a result of
decomposition is unknown.

Deathbringer
3.5 Monster Manual II pg.55
Mostly found on Xendrik, deathbringers
are elite undead created by the giants of
old. Used to battle the invading hordes
of Dal Qouri, when the war ended, the
intelligent undead sought to turn on
their masters creating even more havoc
and destruction. Some even theorize that
this uprising of such a powerful undead

force is the true reasoning behind the


Dragons destruction of giant society.
Currently, these undead behemoths are
extremely rare, as many of them were
destroyed in a rage of dragon fire. The
weakened giant empires unable to crush
the surviving force, sealed them away in
fear of further retribution.
In recent history two
other entities have
uncovered the
techniques for
spawning a
deathbringer, and
using them to further
their own ends. The
first is Lady Vol,
developing them as
frontline troops for when she declares all
out war on the nations about her. The
second is Count Vedim irOmik, of the
Karrnathi court. Always looking for a
more secure border, these deathnights are
to used as shock troops to secure any
uprisings and incursions into the lands.

Delver
3.5 Monster Manual pg.39
Seemingly more legend than fact, only
one of these creatures has ever been
documented, and even those records
cannot be confirmed. The report claims
that they where once a natural creature
of Eberron, a type of burrowing
invertebrate, such as a worm or slug.
Through Daelkyr
intervention, these
relatively harmless
gentle giants were
transformed into this
mythic creature.
Even today the
creatures are usually
transient and passive, only fighting to
defend themselves. What makes them so

fearsome is how dangerous their


burrowing ability can be. In fact, one
could consider them a type of natural
disaster with their proclivity to create
sinkholes that can cause the collapse
dwellings and other structures.

Derro
3.5 Monster Manual pg.49
Apparently an offshoot of the dwarven
race, over the centuries the derro have
been changed and mutated into a small
and psychotic
separate species.
Found deep beneath
the surface in the
realm of Noldrun, the
derro, whose name
means "Mad Blood",
seem to live in small
societal groups which
are in fact cults that
worship madness and
despair. Rumored to be cannibalistic, it
is quite common for them to sacrifice
outsiders that have been caught within
their realm. The derro constantly hide in
the shadows of duergar estates,
attempting to spread their corruption.
Claims persist that the derro are
building a great city to their god, one
filled with twisting tunnels and
unspeakable horrors. Another rumor has
surfaced stating that the denizens of
Noldrun are not the only type to exist
and there are in fact others who,
neglecting to make the journey to
Khorvaire, thrive beneath both Xendrix
and Sarlona.

23

Desmodu
3.5 Monster Manual II pg.62
3.5 Savage Species pg.218
Little is known about the desmodu, nor
have few ever been seen since they
primarily make their home inside the
borders of Argonessen. What knowledge
there theorizes that they are related to
the more common
Nycter of Argonessen,
and that both seem to
share similar cultural
traits to the Seren.
The Desmodu, like the
others, are dragon
worshippers and live
in a tribal society
though because of their
traditions they are a
much more warlike
community. Many claim that they were
assigned the task of protection the
borders of Argonessen by the dragons
themselves, but there is little proof of
this.
Primarily a subterranean race, over the
years some have moved to the surface and
began dominating the Nycter tribes.
These mixed tribes are extremely warlike,
possibly even more so then the Khyber
dwelling cousins who commonly guard
ancient ruins beneath Argonessens
surface.
The only peaceful contact with a
Desmodu was made by a young
adventurer from house Vadalis by the
name of Joda Rantaru. Joda had
inadvertently brought back a severely
wounded War Bat from deaths door, and
its desmodu chieftain master offered the
young adventurer a substantial reward.
This reward was graciously turned
down, as the Joda had no interest in a
nycter mate. Surprisingly not slighted,
this reaction somehow further enhanced
24

the relationship between him and this


tribe, to the point that every few years,
he returns to them with tales of the
outside world, and to trade goods from
Khovaire. Of course, this could be
nothing more than idle bragging on the
part of a fame-seeking adventurer.

Destrachan
4e Monster Manual pg.59
3.5 Monster Manual pg.49
It is unknown whether these beasts were
spawned these or in fact brought to the
lands by the Daelkyr, but either way,
Destrachan were once used as living close
range artillery against the Dhakaani.
Today these beasts roam the darkness
and are usually solitary creatures,
though it is believed that many of them
are still held by the shattered armies of
the Daelkyr.
Destrachan are dangerous and powerful
creatures, and many varieties exist. One
such variation was captured, in the
Demon Wastes, by a Templar of the
Silver Flame. The creature seemed to
have been twisted by
the delving landscape
there, and this has led
to the belief that
maybe Destrachans
true origins are bound
to not just the
Daelkyr, but to those of
Khyber itself. Whichever the origin, two
things are commonly known about
Destrachan. First, they are inherently
evil, and second they are even more
inherently dangerous.

Digester
3.5 Monster Manual pg.59
The Digester is a strange creature native
only to the darkest jungles of Xen'drik.
Little has ever been
discovered about
these creatures,
their offensive
capabilities usually
negating the idea
of survivors. One
thing that has been discovered concerns
their living habits. Apparently they
never live in groups of more then 6
creatures, and usually only the largest
ones are solitary in nature.

Displacer Beast
4e Monster Manual pg.70
3.5 Monster Manual pg.66
The Displacer Beast is one of the most
majestic creatures known. An inhabitant
of the many hillside regions of Khorvaire,
they roam in small prides, keeping to
their hunting grounds where their
numbers are greatest.
In many places the
creature has been
hunted to extinction,
pushing those who
survive into close
wooded areas. They are
highly intelligent for
animals, and in some of the more wild
regions are commonly referred to as
man-eaters.
The most common is seen throughout
Khorvaire in the hill country, but another
breed exist in the mountainous regions,
usually near forests. This breed is
commonly called the Drhaaran a goblin
word for "Mountain Shadow". They are
slightly larger then the more common

Displacer Beast, but not nearly the size


of the Pack Lord. They are also solitary
hunters, and rarely in groups larger then
2 or 3.
Rumors persist of another breed native
to Khorvaire that inhabits the canyons
of the Demon Waste. They say the
creature is as large as the Drhaaran, but
has a coat of crimson fur, striped with
black, and that it has strange magical
abilities that other Displacer Beasts do
not have.
The rare and elusive Pack Lord of Xen'drik
is the largest variety of Displacer Beast
in all of Eberron, measuring over 20 feet
long. It is usually a solitary hunter, but
commonly mates with the more common
Displacer Beast. In prides containing
Pack Lords, all are female, the lord being
the only male of the pack. It is unknown
why this breed only produces males that
differ from the rest, but they are some of
the most powerful creatures in the
Jungles of Xen'drik.

Doppelganger (Ethereal)
3.5 Monster Manual II pg.94
This variation of
doppelganger is said to
have originated from a
large group the core
species that resided in
Sarlona many years
ago. During that time
they thrived, using their
innate skills as
assassins, spies, and power brokers to
establish a rather prosperous society.
This was the nature of things until the
day the Inspired arrived on their shores,
the rise of Riedra being their ultimate
downfall. The doppelgangers of Sarlona
where hunted with even more intensity
than their brother species, and many, in
desperation, fled to the Ethereal Plane.
25

Over the years their bodies have


undergone various changes because of
their new environment, and most don't
even remember the past events that
drove them to their new home. In fact
can't even recall their past experiences
with one another, and commonly view
others of their species enemies.

Dragons, Gem
3.5 Monster Manual II pg.77
Mysteries surrounding dragons permeate
the lands of Eberron, the greatest of
which being the origin of the faceted
species known as Gem Dragons.
Preferring to travel the planar realms,
these majestic beasts
are one of the most
rare and elusive
breeds of dragon kind.
It is because of this
that their beginnings
are such a hot topic
of exploration.
The most commonly
held belief involves them being the
offspring of metallic and chromatic
dragons. A rare and powerful species,
but in no way as established as those of
spectrum or metal. Another theory
states that they came into being when
the first dragons actually ingested
Syberis shards, altering their forms to
that of the gem type known today.
One of the more ludicrous theories, held
deeply by the Inspired, believes that
dreaming spirits invaded the bodies of
dragons, and as this possession took
hold, the dragons began a startling
metamorphosis, and as the aged the
change became more pronounced until
those of gem were the result. This theory
though entertaining, is, for lack of a
better word, flawed. For ages past
hatchling Gem dragons have been
26

discovered on several occasions, some


believe disproving the possession theory.
The Inspired however seem to hold
strong to the concept regardless of any
other proof, and have denounced Gem
Dragons, along with all other dragons,
as enemies of Riedra. This
pronouncement even states that, if
chance arises, they should be cleansed
from the world of Eberron.
In truth, the Gem
Dragon is the
oldest of the
dragon species,
formed from the
purest of essence
that flowed from
Siberys after his
downfall. In
ancient days,
when the nine common dragon races
where young, those of gem had already
inhabited Eberron for at least 2 or 3
generations. As they became aware of
the other planes, many actually began to
leave Eberron to explore the cosmos.
After years of traveling and gaining what
they considered a higher view of
universal truth than any of their kin,
these dragons decided to take it upon
themselves to protect their younger kin,
guarding the planar boundaries and
watching for any
tears that may
occur. Although
not as outright
powerful as the
other dragon
species, they are
able to manifest
both impressive
psionic powers,
as well as an array of spell like abilities.
For the last few thousand years, the other
draconic races have utilized their older
cousins wisdom, by requesting them as

independent negotiators for their affairs,


as well as information brokers on the
planar realms.

Dragon Turtle
3.5 Monster Manual pg.88
A sailor's worst nightmare, the Dragon
Turtle inhabits all the seas of Khorvaire,
though the more temperate waters seem
the most appealing. Seen as one of the
most dangerous creatures in the sea, it is
not unknown for their territories to be
free of other dangerous predators as the
turtle broke no intrusion to what they
consider their private
hunting grounds.
Seen as yet another
perversion of their species,
dragons have a healthy
dislike for dragon turtles,
and the feeling is apparently mutual.
Though they will never fight to the
death, stories among the Seren
barbarians tell of titanic battles at sea
between the two, upsetting shipping
lanes and causing devastation on nearby
island shores.
Dragon Turtles are also considered
pirates by nature, waylaying ships that
pass through their realm and demanding
tribute or destruction. The are
apparently also quite found of pearls, and
have been known to escort ships out of
their territory with several of the shiny
bauble as payment.

Dragonne
3.5 Monster Manual pg.89
This nocturnal predator stalks many
lands. In Khorvaire they inhabit both the
eastern hill country and the Blade
Desert. They have even been known to

roam the plains of Talenta from time to


time. Seeming to avoid contact with
humanoids, they prefer to live far from
civilization. Extremely territorial, the
Blade Desert is the site of constant
conflicts between the Valenar and the
dragonne.
These creatures are well
known predators of
livestock and the trouble
they have caused has led
to sizable bounties
within the Five Nations.
Though halflings of the
plains avoid any territory known to been
staked out by the beast, the western orc
tribes have actually sought protection by
living in the realm of a Dragonne. Often
leaving offerings of food and tribute, as a
sign of respect they never take more then
what they need from the lands they
occupy.
There is apparently another species
existing in both Khorvaire and Aerenal,
making the jungles and swamplands
their home. This dragonne, commonly
referred to as a dragirre, is less lion-like
in appearance, and bears more of a
resemblance to the common tiger. Its
scales are of a coppery hue, with lines of
black that resemble stripes. Outside the
aesthetic difference, the dragirre is
almost identical to its more common
cousin.
Another breed of dragonne inhabit the
vast deserts of Sarlona and are
considered one of the lands greatest
threats. The rocky foothills of Riedra and
Adar are said to be home to the largest
and most dangerous of its kind. To
emphasize their immense size while
reciting a tale to his brothers, an Adar
monks once said, "A Khorvaire Dragonne
is a house cat compared to the beasts
that I have seen." Among the Riedran
lords, it is considered a great honor to
slay the beast, dragonne hide being a
27

object of status among society.

Dread Guard
3.5 Monster Manual II pg.87
While not commonly seen
today, the Dread Guard
was at one time the
mainstay for construct
bodyguards. Though used
by many societies, the
oldest known examples
can be found in the ruins
of Xen'drik and in ancient
Dhakaani ruins. Though
history though, the most
notable collection of Dread Guards was
possessed by a minor lord who predates
the rise of Galifar. Reports state that
when he died two hundred of the
constructs were instructed to build his
impressive tomb, and then sealed within
it as tribute. The location of this tomb
is unknown, as the records that tell of it
are mysteriously absent of any
information that could be used to
determine the lords final resting place.

Dryad
4e Monster Manual pg.96
3.5 Monster Manual pg.90
Ancient legend tells us that the dryad is
said to be the physical manifestation of
the soul of a forest, brought to life by a
touch of Thelandis. Old Seelie love
ballads contain the story of a great druid
who fell in love with an awakened tree.
One day a powerful and elusive fey in
witnessing the love expressed between
the two blessed the union, marrying
their souls. Since then, many forests are
blessed with a single dryad who, though
tied to her tree, is the personification of
the entire forest. If her tree dies, the soul
of the forest too withers, plunging the
28

forest into a place where anything could


come in.
Forests that tainted either by the
warping magic of the Daelkyr, which are
too close to the prisons of the Rajahs, or
are sites of great atrocities where much
blood has sank into the roots of trees, has
spawned dark dryads. These fey are
reflections of the pollution that has
corrupted the forest itself, and are fickle,
unforgiving beings. Considered
a bane to travelers, a dark dryad
has been known to use its
influence over the forest to cause
travelers to lose their way, not
find food, and ultimately starve.
They are also know to bring
great wrath down onto the
heads of those that would dare
defile the forests they reside in,
resulting in the untimely ends of
many loggers and miners.
During the Last War, a very interesting
phenomena was discovered by House
Cannith. If a livewood tree used as the
wooden component of warforged has a
dryad bound to it, the Dryad is then
bound to the 'forged. This connection
with the soul of the forge forces a
powerful bond between the pair, as the
Dryad sees the 'forged as her tree, and the
warforged sees the Dryad as a facet to
his own soul. This type of creation is
commonly referred to as a dryforged.

Duergar
3.5 Monster Manual pg.92
Found deep within the Mror Holds, this
group of dwarves are sullen and mean
spirited and claim to be part of the lost
clan, Noldrun. Over the
years they have been
corrupted by the taint of
the Daelkyr, gaining
strange psionic powers.

Unlike the Derro, who are also members


of this lost clan the Duergar, they detest
the Daelkyr who ruined them. They seek
vengeance and have no wish to return to
the surface. Very few Duergar have even
seen the surface, and even fewer still
have returned to it permanently. They
are born and live in a world of madness
and war, and give little care about
anything other then their vendetta
against the Lords of Madness. The
Duergar regard Derro as traitors and
other dwarves as ignorant simpletons
who ignore the dangers beneath them.

turned to the fiends for power, Durzagon


are considered nobility and to be given
the utmost respect.

It is claimed that other Duergar dwell


within Khyber. These groups are those
that made the journey from the Frostfell
but were deterred or lost. They developed
independently of the known Duergar and
have widely different cultures based on
almost a Norse sense of honor and battle.

Durzagon
3.5 Monster Manual II pg.124
While the Duergar do insist in waging a
constant battle against the aberrations of
the Daelkyr, they do not hold such a
place of hatred in their heart for the
fiends of Khyber. Many of the long lost
brethren of the dwarves in fact have
even turned to the face
of evil and asked for its
strength. Many times
these violent and truly
evil Duergar become
Priest of Khyber or
Warlocks, and many of
these Duergar's children
become the Durzagon.
The fiendish taint that empowered their
fathers and mothers to wage their
unending war, changed them in ways
they never could have imagined.
Among the Duergar clans that have

29

E
Eagle, Giant
3.5 Monster Manual pg.93
These splendid and
intelligent avians
inhabit many regions
of Eberron. Getting
their name from the
feathers on the inner
part of their wings,
the Silver Giant
Eagle is the most
well known species that exists on
Khovaire. Occupying the temperate and
warm mountain regions in the east,
these large birds of prey are admired for
their exceptional grace and beauty. The
largest type seen in Eberron, it is
believed that the silver sheen of their
wings allows them to blind their prey
with reflected sunlight.
Another species of eagle found though out
Eberron is referred to as the Skyfisher.
This grand birds body is covered in light
blue feathers, trimmed in a bright white.
The most striking feature is the stark
white feathers that cover the head and
neck, and run down its back in a
straight line. The Skyfisher seems to be
making its roost mainly in the area of
Frostfell, sightings in other areas the
result of migration patterns during the
colder months. This has led to many of
the birds being seen across Eberron from
the coastal regions of Sarlona to the lake
and mountain areas of east Khorvaire.
The Death Eagle is one of the oddest
looking of the various species found in
Eberron. Named for its pitch black color
and the skull like appearance of its head

30

based on the stark white feathers that


form there, it roams the skies of the
island nation of Aerenal. Rare and
elusive, it has little to do with
humanoids. Though it is considered a
man-eater. As such the elves of Aerenal
are reluctant to allow unescorted parties
to roam the island.

Entropic Reaper
3.5 Libris Mortis pg.98
These undead arise in Kyruthi
the Churning Chaos and many
worshipers of the Dark Six
believe them to be direct
servants of the Keeper.

Ethereal Filcher
3.5 Monster Manual pg.1o4
Rumors abound on
the origins of these
sly aberrations,
though their true
origins are relatively
unknown. One of the
more popular beliefs
involves them being a
creation of the Day of Mourning, the
petty thieves across the area being
changed and warped by the
unimaginable release of arcane energies.
This change split their essence between
the material and ethereal planes, giving
them the ability to shift between one
and the other.
Another popular rumor aggress they were
once thieves, but instead of Cyre, it was
the intervention of the Dalkyr that made
them what they are today. Over the
ages they were transformed using Husks
of infinite Worlds to give them the

abilities they have today.


The truth is much more sinister. It is
said that the Daelkyr are the devourers of
worlds, and that their conquest has not
only led them to the realm of Eberron,
but many, many others. The Ethereal
Filcher seems to be the twisted and
augmented remains of such a conquest.
When the Daelkyr came and waged their
war in Khorvaire thousands of years ago,
the Ethereal Filcher came with them,
though it is unknown what world is
their original home.
Today the filcher is no more a minion of
the Daelkyr, but instead a staple of large
cities such as Sharn, and a downright
annoyance to any artificer. Artificers are
like a candy store to the filcher. Some
reports even claim that these aberrations
eat dragon shards as a snack. In the end
these simple-minded creatures seem to
have very little interest in high-minded
plots, and instead roam freely, doing as
they wish. Rumors still abound that
insist many are still under the lure and
control of their darker sides. This has led
to the belief there is a fiercer larger
species that exists within Khyber itself,
though little evidence has been shown to
prove this.

Ettercap
4e Monster Manual pg.107
3.5 Monster Manual pg.106

This abomination seems to be the


creation of the Daelkyr. They are found in
many of the southern forests of
Khorvaire, as well as roaming strange
fungal forests of Khyber. These creatures
are ambush predators who are very
skilled in their tactics. They usually live
in small communal groups.
Also quite common
within the jungles of
Xen'drik, the ones
that inhabit this
forbidden land have
been known to grow
to greater sizes,
some as large as hill
giants. This is very
much a rare anomaly, and reports of the
similar giant size ettercaps have been
heard all about Khorvaire as well, so the
authenticity to there existence could be
nothing more than superstitious rumor.

Over the years some have found ways of


making deals with filchers simply by
exchanging one prettier item for another
in the filchers horde of mismatched
items. Adventurers should be wary of a
filchers hoard how ever. The constant
latent energies in the pile of magical
odds and ends can lead to the eventual
creation of a Ragamuffin. The filcher
itself doesnt seem to mind so much, as
long as the ragamuffin doesnt attempt
to leave with anything. If there is
something a filcher hates more than
anything is having to chase down their
rightfully stolen loot.

31

Ettin
4e Monster Manual pg.108
3.5 Monster Manual pg.106
The standing theory concerning ettins
links their origins to the giants of
Xendrik. It is believed that they were
the product of a experiment with
magical energies that the society was
just beginning to understand. The
resulting backlash fused
pairs of giants, within
a surrounding mile
radius, into a new type
of being. Though many
of the original victims
of the magical surge
were but innocent
bystanders, the giant
community considered their existence
sheer blasphemy and perversion. Those
who were not killed outright were
banished from giant lands on pain of
death. This event and resulting
treatment of the ettin is said to be the
reason for the extreme violent reactions
that occur when one contacts the other.
They are also a very rare and elusive
creature, prone to solitude, wanting
little to no contact with other
intelligent beings, making Xendrik a
most appropriate home. This again is
said to be a by-product of their origins
as well.
Very recently, some new information has
come to light that suggests the ettin
may not actually be a native to Xen'drik.
A scholar, Marixus Eboran of Aundair,
claims to have seen tribes of ettin
inhabiting the realm of Argonessen. He
suggests that the creatures are not the
result of giant experimentation, but
actually the creation of the dragons. He
further theorizes that they where once
normal giants, warped by ancient
draconic magic for some unknown
transgression against dragon society. In
32

his report he describes a much more social


creature then the ones encountered on
Xen'drik. In fact, there is an apparent
hierarchy and religious unity to the
various tribes that revolves around their
reptilian creators. He goes into great
detail when describing a ritual ceremony,
performed by one who appeared to be the
chieftain of his tribe, that involved
complicated chants and penitent
gestures before culminating in some sort
of tithe or offering being left at the
entrance of what he believes was the lair
of a great wyrm of Argonessen. Though
truly intriguing, outside his
observations he has been unable to
produce any kind of proof to substantiate
his claims so by and large, his theories
are regarded with skepticism at best, or
just utter sheer fiction.

F
Famine Spirit
3.5 Monster Manual II pg.96
Famine Spirits, or "Glutton Ghouls" as
they're more commonly known, are
mercifully rare now, but have existed
since the Age of
Demons. The
original Famine
Spirits were created
from members of the
common races that
had died of
starvation due to
the Fiend-Dragon
war's destruction of
the local ecosystems.
These creatures were
incredibly effective
for clearing battlefields, since a single
one could consume all but the largest
dragons in less than a day. However,
their all-consuming hunger made them
incredibly difficult to control, and more
than one powerful fiend met its end at a
spirit's jaws. Very few specimens are
alive today, and the only known example
in Khorvaire is kept chained in one of the
Blood of Vol's hidden necromantic
laboratories, where some of the best and
brightest attempt to unravel the
secrets of its creation.

Felldrakes
3.5 Monster Manual II pg.97
The most commonly known story
concerning the origins of the felldrake
stem from religious belief, specifically the
worshippers of the Sovereign Host. It is
said that when humanoids first

recognized the divine and began to show


an unwavering faith, their devotion was
rewarded by the creation of these
creatures. With them the faithful could
protect themselves from persecution and
guard there most precious of shrines.
This belief has come under scrutiny ever
since the first expeditions to Argonessen
and Sarlona. In both areas there exists a
breed of felldrake who appears to be much
less intelligent and evolved then those on
Khorvaire, leading many researches to
believe they are ancestors to the more
commonly known types.
Today felldrakes are
relatively rare and
can usually be seen in
only the largest
temples to the
Sovereign Host and
near embassies to
Riedra. The
treatment of felldrakes as mere pets by
the Inspired has led the church to lay
claims of heresy against those of
Sarlona. These claims, though not
commonly acted upon, have increased the
animosity between the church and the
Inspired.

Fiendwurm
3.5 Monster Manual II pg.99
Created during the
great war between the
dragons and fiends,
these creatures were
developed for one odd
purpose, to deliver
troops though dragon
defenses. While most were of a smaller
variety, transporting creatures such as
vrocks and dretches, a few fiendwurms
were grown to great size. These titanic
beasts ferried demons such as balors
through the lines, causing havoc and
chaos. Though the dragons believe that
33

all of these larger types were destroyed


during the war, this fact has yet to be
concerned. What is known is that the
smaller versions broke their bonds from
the rajahs that once commanded them
and now roam freely about Khyber.
Still, it is not unusual to see a trained
fiendwurm travel about the streets of
Ashtakala as well as make its home in
palaces of the rajahs, still loyal and
protective.

Fihyr
3.5 Monster Manual II pg.100
Fihyrs are not the
creation of the
Daelkyr or the Quori,
despite their
appearance and
abilities. Instead,
they are something
much more fearsome,
the independent
conglomeration of nightmares. They only
form in areas where the whole
population is under severe stress, such as
a besieged city. Most do not survive the
night of their creation, but others gain
enough strength to wander until they
are killed. Many were created during the
Last War, and the surviving Great
Fihyrs have gravitated to the area
around the Mournland in particular,
feeding off the despair the fog brings.

Firbolg
3.5 Monster Manual II pg.102
When the giants began to rise to power
in Xen'drik, many of them resented how
the old ways were being discarded as if
they had no meaning. Many of these
dissenters fled to new lands and planes
hoping to continue the path they knew.
Sadly, their path seemed to lead to a
34

dead end, as most groups died out over


time. One however, living in
Lamannia, did not die out and instead
developed into their own unique species,
the Firbolg. These powerful giants live
in loose knit, hunter/gatherer societies
roaming about their new home.
Unlike the giants of
Xen'drik the Firbolg were
not gifted by the
instruction of the
dragons, so never
developed any real arcane
might. Instead, they
developed an intrinsic
bound with the land, which evolved into
a powerful druidic tradition.
A widely diverse group of people, each
clan has its own set of laws, though one
common belief is shared among them all.
When news came of the dastardly fate
that befell their brothers, all firbolg
regretted not returning to Xendrik in
time to save their brethren from
themselves.

Fire Bat
4e Monster Manual pg.27
3.5 Monster Manual II pg.102
The Fire Bat is one of the strangest
creatures on Eberron. The most common
belief concerning their origin says they
are a native creature of Fernia, as their
numbers are more vast there than
anywhere else on the
planet. Whatever the
region, fire bats can be
most likely found
inhabiting volcanoes
and deep recesses of
Khyber near lava beds
and streams.

Flumph
3.5 Dungeon Magazine #118 pg.30
Not all of daelkyr creations turned out to
be successful. After the arrival of the
grell, the daelkyr tried to
create a similar creature
under their control. The
flumphs came from horrible
experiments on pixies. The
torturous transformation
instilled a sense of order into
the creature but could not
quell their good spirit. The
flumphs escaped their
masters and attempted to
aid others in defeating the daelkyr.
Unfortunately people feared the
aberrations and attacked out of
ignorance. Retreating underground the
flumphs continue to perform small raids
to weaken the daelkyr. They would
welcome help but no longer trust others.

Fomorian
4e Monster Manual pg.111
3.5 Monster Manual II pg.105
At the fall of the giant's empires, great
magic the likes of which Eberron has not
seen since the Dragon-Fiend Wars was
released. In this flash of powerful energy
many giants lost their lives. Some
however were spared,
but the devastation
played havoc with
many of their minds.
Once as proud and
noble as their kin,
centuries of
barbarism and
inbreeding have
changed the fomorian
into cannibalistic,
malformed tyrants. This de-evolution of

sorts has greatly hampered their ability


to make use of magic. They are a very
tough species however, regaining a sort
of self-healing ability that their
ancestors must of once possessed at one
point.
Of all the giants the Fomorians are one
of the most violent and dangerous. Their
mutated nature, though limiting their
ability to channel arcane energies, has
also made them more susceptible to
them. It is not uncommon for a
Fomorian to develop strange abilities or
powers, ones that the others in their
tribes do not possess. They inhabit the
caves of Xen'drik in family groups where
the strongest adult male is in charge,
and women and children are treated as
slaves.

Frost Salamander
3.5 Monster Manual II pg.107
Over time many creatures have appeared
and disappeared from the world of
Eberron. The Frost Salamander is a
testament to the will of survival in a
type of creature that should not exist.
Only inhabiting the coldest reaches of
Eberron, the creatures can be found with
great frequency in Everice and Frostfell,
but it is not unheard of to find them
dwelling beneath the earth in the
northern reaches of Sarlona and
Khorvaire, and the southern lands of
Xen'drik and Argonessen.
The Frost Salamander is
believed to be a naturally
occurring species that
combines the physical
abilities of several reptilian
beasts. The prevalent theory
states that the Frost
Salamander is a descendant
of long lost reptile, cousin to
both Basilisk and Shocker
Lizards. It further concludes that it
35

developed special abilities that allow it


to harness the energy around it. There
survival in the harsh icy lands relies on
its ability to literally absorb ambient
heat, creating a vacuum of warmth
around their bodies.

Frost Worm
3.5 Monster Manual pg.111
The titanic beast known as the Frost
Worm not surprisingly
roams the lands of the
Frostfell. Most of the
information on such
creatures is yet to be
discovered, and few have
ever even heard of them.
What little is known
points to them appearing
to be migratory, following the herds of
Dire Rhinos and Wooly Mammoths that
dwell in that region.
It is also believed another species of
worm exists, this one semi-aquatic and
dwelling in the lands of Everice to the
south. For the moment however, the
frost worm is considered more of a
creature of legend and myth, than an
actual true species.

36

G
Galeb Duhr
4e Monster Manual pg.114
3.5 Monster Manual II pg.107
The Galeb Duhr are a
rare and recluse race,
usually living
unsubstantial lives.
Once common on
Eberron, they are believed
to be as old as the
dragons themselves.
Evidence suggests that
at the beginning of the great DragonFiend war, many of the species became
tertiary casualties of the conflict.
Fearing extinction, they left Eberron all
together. It is only recently, a span of
100 to 500 years being recent for a Galeb
Duhr, that they have returned to this
plane. As such they are considered a very
rare site to say the least. Their greatest
numbers however are still found on other
planes, mainly Lamania and Thelanis.
Quite renown as observers, they have
been known to sometimes watch the
same area for 10 to 20 years before
becoming involved with the locals. Of
all the cultures that have encountered the
Galeb Duhr, they seem to have had the
biggest impact on ancient Halfling
society. Large boulder-sized carvings of
strange beings can still be found
littering the Talenta Plains. These
carvings are reported to be of this rare
race. In fact the name Galeb Duhr is
very similar to the Halfling phrase Gae
Lieb Du hur, which translated means
big head small body.

Gargoyle
4e Monster Manual pg.115
3.5 Monster Manual pg.113
The origins of
gargoyles have been
wrapped in mystery for
as long as anyone can
remember. There are
two prevailing
theories spread across
Eberron, both of which
are equally accepted as
truth. The Cults of the
Dragon Below and the
Church of the Silver Flame both claim
that the first gargoyles were created by
fiendish souls trapped within Khyber
shards who gave live to the very earth
they where trapped within. Those of the
Sovereign Host, however, believe the
first gargoyles were in fact the spawn of
the Shadow itself. Either way the
Gargoyle has managed to make its way
across Eberron, mostly inhabiting
realms that contain areas they easily
conceal themselves in.
Most gargoyles are of the common
variety, but there does seem to be some
division among the species. The largest
live in the mountains of Adar, usually
inhabit ruined temples and abandoned
monasteries. Another more foul and
violent breed seems to dwell within the
most tainted of areas such as the
Mournlands and the Demon Wastes.
These creatures have a more bestial
appearance and demonic like powers. A
similar though much more large and
powerful species dwell in the deepest
regions of Khyber itself.

37

Ghouls

least, the existence of a sect of the Blood


of Vol operating in the area.

4e Monster Manual pg.118


3.5 Monster Manual pg.118

Gibbering Mouther

Since the rise of the human race on


Eberron, there have been ghouls.
Believed to be the risen shells of dead of
humans who have delved into
cannibalism, an anomaly of sorts
concerns the sheer amount of cultist from
the Blood of Vol
who also rise
as ghouls after
their death.
Some believe
their research
and belief in
the hunt for eternal life is so strong, it
follows them into the beyond, disturbing
their peace and giving them a perverted
version of their life long wish.

4e Monster Manual pg.126


3.5 Monster Manual pg.126

Location of death seems to be another


aspect of ghoul creation that is
surprisingly important. If those who are
to become these undead have passed
while shipwrecked or cast adrift on the
ocean, they return as an aquatic race of
ghoul known as Lacedons. If death
occurs while on unhallowed ground or
amidst the buried dead, such as in a
tomb or graveyard, a gravetouched ghoul
comes into being; the stench of death
exuding from its very skin. A relative, if
such a word can be used, the Ghast is
said to be the risen corpses of more
powerful beings who succumbed to the
same depravity of their cousins origins,
whether from the consumption of flesh or
being of a high order in the Blood of Vol
such as a cleric of the faith.
Though usually found mostly on
Khorvaire, as other continents become
more populated, the occurrences of these
creatures grow as well. This disturbing
fact has led to rumors and fears of
rampant cannibalism or, at the very
38

The Gibbering Mouther


is said to be the
creation of the Daelkyr.
Little is known or
understood of these
maddened creature save
they are completely and
utterly dangerous. They constantly
mumble incoherently when stalking prey,
and seem to have a simple intelligence.
They are rarely seen above ground, and
then only near openings in the earth.
Tales persist of large Gibbering
Mouthers that are worshipped in the
Shadow Marches as living testaments to
the will of Khyber.

Girallon
3.5 Monster Manual pg.126
The Girallon is a savage and violent
beast found in the jungles of Xen'drik and
Q'barra. Several have been captured and
are on display in traveling carnivals the
visit the many villages about Khovaire.
The most famous of these, The Markling
Sisters Circus, features
the rare "Silverfang" a
powerful girallon that
stands some 20 feet tall.
Unlike many Girallons
this one seems to be
peaceful and a special
Vadalis house member
is constantly kept on
hand to keep up the
beasts friendly nature.
In general though little is known about
their social structure or habits. They are

dangerous predators, and have a distinct


hatred of giants, who it seems they see
as competition. The largest girallons are
known to inhabit mountainous terrain,
all which seem to live in small groups,
with no more then 10 members, including
their young.

Gnolls & Flinds


4e Monster Manual pg.132
3.5 Monster Manual pg.130
3.5 Monster Manual III pg.62
The Gnolls have been scattered across
Khorvaire, long before man set foot upon
its shores. During the days of the ancient
Dhakaani Empire the goblinoid legions
advanced in all directions. They
conquered lands with unseen fury and for
the most part were unhindered in most
of their goals. In the east, in the Blade
Desert and the lands just north and
south of there, they discovered a savage
race of beings now known as gnolls. The
goblinoids at first were weary of these
savages as they where tougher then orcs,
and possessed an unnatural savagery.
The Dhakaani lore even goes as far as
stating that they first thought the
gnolls where some sort of demon that
took the form of a hybrid hyena. The
gnolls enhanced this reputation, mostly
keeping to the darkness while hunting
and fighting on their terms causing an
increase in the Dhakaani's fears. In spite
of this, and like in all else, the Dhakaani
simply pushed on, as the empire waits
for no goblin. For years the Gnolls
pillaged and raided the goblinoid
encampments, the Dhakaani hampered
by their fears of the demonic beasts.
Still fear based on rumor can only last so
long and when the goblionid forces
finally conquered their superstitions, the
Gnolls quickly fell into disarray. Had it
not been for the Tairnadal the Dhakaani
who, partly out of sheer anger to be

fooled for so long,


wished to erase
this unflattering
history of their
natures from
existence might
have actually
wiped out the
gnolls. Instead,
they saw an opportunity to strengthen
their forces against the Tairnadal and
made a treaty with the multitude of
remaining gnoll tribes. If they fought
with the Dhakaani and helped them in
their battles not only would they not be
eliminated, but instead rewarded with
riches and freedom. The failing Gnoll
tribes gladly accepted and helped battle
the Tainadal, striking at them whilst
the Dhakaani had the engendered a truce
with Valenar. Overwhelmed, Tairnadal
left and the Dhakaani, not yet willing to
let the gnolls from their promise, sent
them to the west to help deal with the
orcs that had been a thorn in their sides
for several centuries. The Gnolls, wishing
to gain their wealth and glory turned to
the west as directed, scattering
themselves across southern Khorvaire.
Over the next several years the Gnolls
tribes prospered, regaining their
numbers. Though many were lost in the
continuing battles with the orcs and
other species, the strongest and most
powerful survived and grew in the next
generations. The Gnolls had no empire of
their own, no one leader, but they where
a force to be recognized. These new breed
of gnoll became feared throughout the
areas as became know as Flind or
fearless warrior in gnoll. The power of
the gnoll tribes was at their height.
Then the Daelkyr came, the beings that
smashed the empire to pieces, and
scattered their foes to the wind. The
Daelkyr decimated the Gnolls in their
attacks and even the Flind fell before
their might. Many fled and hid in the
39

wake of madness that wrought the lands


of Khorvaire. It is said the last
Dhakaani of power, feeling the empire
abandoned by the gnolls, enacted a bitter
curse, creating the gnoll of today. Lost
are the canny warriors how showed no
fear and were once mistaken as demons.
Now only a cowardly, deceiving and
disloyal lot remain. Still, even with the
curse, the strength of the true gnoll blood
could not be completely destroyed and a
Flind is occasionally born. It is said that
a Flind can command a gnoll with true
ability and trust. Fortunately, they are
still quite rare, few Gnolls having the
purity of blood to sire one. So rare is the
line that even another Flind has only a
one in four chance to father another.
There is also a three in four chance that
the unlucky non-Flind offspring that is
born will not see more than a few
moments in life when this fact is
discovered.

Gorgon
4e Monster Manual pg.143
3.5 Monster Manual pg.137
The Gorgon is a rare and powerful beast.
Its special abilities and wild nature have
led the creature to do as it wishes. No
true Gorgons are known to exist on
Khorvaire, but they do inhabit the plains
of Sarlona, and deep within the realm of
Khyber.
A strange
creature very
similar to the
Gorgon, and
usually called a
False Gorgon or
Mountain
Gorgon,
inhabits the
mountainous of Khorvaire and Xen'drik.
This Gorgon is not quite as powerful as
the ones native to Sarlona, they are
40

smaller in size, no larger then a man,


and it seems that their petrifaction is
only temporary, of course if something
happens while you are petrified that is a
different story. It usually last no more
then several minutes, before it turns
back.
Another type of Gorgon inhabits the
Frostfell, commonly referred to as the
Icetomb gorgon. This Gorgon does not
petrify its victims, but instead freezes
them in a layer of ice. It is also
notoriously larger then the true Gorgon,
reaching lengths of up to 20 feet or more.
These creatures though seem to be
exceedingly rare, and one has yet to be
brought back alive, or for that matter
even in pieces.

Gray Render
3.5 Monster Manual pg.138
These powerful creatures
seem to date back to
ancient times when the
giants ruled the lands. It
seems that long ago before
the rise of the Dhakaani, a
colony of giants attempted
to enslave the orc in the
same way they had the
elves. Legend says that
one of the orc tribes sacrificed their very
natures to save all others. Using a
primitive ritual now lost in the annals
of history, they transformed themselves
into powerful beasts to protect their
brethren and fight the giant defilers.
Though just a legend, their seems to be
some truth in the story as Renders and
orcs have an unusual peace, even when
one violates the others territory.
Once possessing great numbers, several
thousand years ago their species fell int0
decline. It is believed that these

behemoths actually fought against the


Daelkyr and suffered a horrible fate
because of their defiance, reducing their
numbers to sheer pitiful depths. The few
Gray Renders that live on today tend to
inhabit the Shadow Marches and
western Droaam, though some claim
that a massive creature of untold
proportions makes its home in the forests
of the western Eldeen Reaches. The locals
call this Gray Render, Kzagaagar or
Thorn. He is said to have been seriously
injured by a rakashasa while defending a
druid, and the Great Pine actually saved
him with a ritual giving him a plantlike appearance. Many people claim to
have seen Thorn, or his kin, but no
evidence of such a creature truly exists.

smallest section, and usually has a


spread of about 15 feet.

Grell
4e Monster Manual pg.144
3.5 Monster Manual II pg.121
An official ecology was written by Keith
Baker and can be viewed at this link.
http://www.wizards.com/default.asp?
x=dnd/ebee/20050704a

Greenvise
3.5 Monster Manual II pg.120
This strange plant is
believed to have been
originally birthed in the
realm of Aerenal or
Argonessen. Today the
plant can be seen across
most of Eberron, most
commonly found in the
lands of Q'barra, the
Shadow Marches,
Aerenal, Argonessen, and eastern
Xen'drik.
There is only one subspecies of the plant
known, and that is the Fanged Water
Lilly of the Shadow Marches. Unlike the
other Greenvises, this one seems to have
adapted to a life in the swamplands as
an aquatic plant. The plant is known for
its beauty as a large water lily, which
blends in with the common Vvaraak's
Lilly. It has a large iridescent blue,
purple, or white bulb, which hides its
fangs. The "pad" that keeps the flower
afloat is actually fairly sturdy, and is
usually about 6 inches thick at the

Grick
4e Monster Manual pg.145
3.5 Monster Manual pg.139
These miscreant creatures are a horror to
behold. They where obviously created by
the Daelkyr, and there seems to be three
separate species. The two most common
are the Khyber Grick, and the Darguun
Grick. Both species seem
to be related, but the
Hobgoblins over the years
have learned to stunt their
growth and turn them
against their masters.
The common Grick is
usually found towards the
surface of Khyber where it stalks prey and
can grow to large proportions. The
Darguun Grick commonly referred to as
the Ha'ashkul is actually smaller but just
as dangerous. The Ha'ashkul never grows
more then 8 feet in length and has many
41

of the powers of the common Grick but


also possesses the ability to sense other
aberrations. This appears to be a
hunting sense, as they actually seem to
prefer the flesh of aberrations to other
creatures. The most impressive difference
is the addition of a healing ability that
none of their fellow species possess. They
can regenerate damage quickly; a feat
only limited injury incurred by either acid
or fire.
The third variety seems to be one of the
latest creations of the Daelkyr. The
creature has never been encountered, but
tales among the drow of Xen'drik speak of
a massive beast. They have yet to be
named, but the Drow claim that this
Grick is larger then most, and it mingles
and breeds with common Grick to hide
itself. It grows to up to 15 feet, and
possesses innate psionic abilities and
seems to prefer spell casters of any sort
to normal prey. In light of this the
creature has been dubbed the Spellbane
Grick. Even some giants have claimed to
encounter it and flee once it is known.

Griffon
4e Monster Manual pg.146
3.5 Monster Manual pg.139
Griffons are a flighty breed of creature
that roams the skies of Eberron. They
can be seen on every continent, and come
in a handful of species. The smallest,
and one of the oddest Griffons, known as
Pygmy Griffons, are no larger then a
man. These strange Griffons are known
for their beautiful grey and black hides
and feathers, and inhabit the jungles of
Xen'drik. Unlike their larger solitary
cousins, they are pack hunters, much like
lions. These griffons are exotic and many
have been trapped by House Vadalis in an
attempt to breed them as aerial form of
guard dog.

42

Another type, the


Seren Griffon, seems
to actually be a
draconic in nature. It
has vibrant scalelike feathers and
draconic legs. They
inhabit Argonessen, but get their name
from their roosting ground about the
Seren Islands. These are also some of the
largest Griffons to date, possessing a
unique ability to produce a violent shriek,
which can shatter stone. While a very a
solitary creature, during the fall seasons
they are known to go to roost. During
this time they can be their most
dangerous, as they become very
territorial.
In the Fangs of Argarak Mountains of
Xen'drik a semi-intelligent species of
Griffon lives. It is believed that some
angelic power is responsible for the
transformation these majestic creatures
have undergone. Known for their
beautiful white coats and sky blue
feathers, these griffons are said to be
noble creatures, and stories abound of
them helping more than one explorer in
need.

Grimalkin
3.5 Monster Manual II pg.122
The Grimalkin is most
commonly found in Sharn
and other highly magical
cities, but has been seen in
just about every
settlement of large size or
greater on Khorvaire.
Most religious scholars
believe that they were normal cats
changed by the Traveler, but students of
magical colleges say that it's far more
likely that they ended up the way they
are due to continual exposure to magical

radiation from experiments that had


been improperly disposed of or shielded.
While most arcane spell casters would do
just about anything to obtain a
Grimalkin as a familiar, the decision is
ultimately up to the Grimalkin itself,
which is just as likely to befriend a
beggar or mercenary as it is an arcane
caster.

last to eat. It is claimed that ancient


ruins once built by the Grimlock exist,
but few have ever delved this deep into
Khyber just to see.

Grimlock

The Grizzly Mastodon inhabits the


Frostfell and the northernmost reaches of
the Lhazaar Principalities, in other
words wherever snow covers the ground
year-round. A single Grizzly Mastodon
can feed a human tribe or. Winter Wolf
pack for several weeks, but are easily
capable of overpowering the hunters
unless separate from their herd.

4e Monster Manual pg.148


3.5 Monster Manual pg.140
Grimlock are a widely spread race, in
Khyber, almost as numerous as humans,
though their savagery has prevented any
true society from existing. Lore dating
back to the giants actually speaks of the
grimlock and they can actually trace
their lineage back to the days when
fiends ruled the world. It is believed that
they were once a surface race, powerful
and strong, but fled into the darkness
from the cataclysmic war that took place
on the world above.
They have lived in this
state for thousands of
years, and developed
into a completely
different species. They
are a war-like race, and
completely nomadic.

Grizzly Mastodon
3.5 Monster Manual II pg.123

Though many pray to


the Dark Six, those that
worship the Dragon
Below are some of the
most organized and powerful tribes.
These tribes are renowned hunters, and it
is considered a great success to kill your
foe and feast on his flesh. Unlike many
races no Grimlock shares a family bond or
fealty with another. There is but one
guiding principle, only the strong rule.
Their society is one of violence and death,
where once you can walk you are to fend
for yourself which usually means you are
43

Half Vampire

Hags

Few half vampires exist in Eberron but


mysterious tales of children and other
horrifying monsters with signs of
Vampyric heritage coming out of
Karrnath gives some credit to the rumors
out there.

4e Monster Manual pg.150


3.5 Monster Manual pg.143
Many varieties of
hags exist within
Eberron, and all of
them can trace their
lineage back to the
Nighthags of yore.
These Hags still
command a great
deal of power and
respect, and are not
to be taken lightly. Many of them are
renowned arcane spellcasters, and it is
said that they can curse men with but a
single stare, but hopefully this is
nothing more than superstition. The
most famous hags are the Daughters of
Sora Kell, the rulers of Droaam. They are
the prime example of what Hags are
capable of, and why one should never
underestimate one.

Half Farspawn
3.5 Lords of Madness pg.151
These Daelkry halfbloods consist of
humans but they are not the only
creatures the Daelkry have experimented
on. Half Farspawn (or Xorait-Born) as
they're called are most
common in the shadow
marches and in
Droaam where they are
often treated either as
distinguished leaders
or as foul monsters
that must be killed.
44

3.5 Libris Mortis pg.106

What is even more interesting


is the rumor that the wife
Kaius, Etrigani, may be
pregnant with his son. Not
entirely surprising to most
people who do not know the
truth of their king.

Harpy
4e Monster Manual pg.154
3.5 Monster Manual pg.150
Harpies have long existed in Eberron
with myths of their existence dating
back millennia. Sadly their true origins
have been lost to the ages, but two
prevailing stories seem to go back the
furthest and as
such tend
towards more
reliability. The
first is a tale of
deception and
betrayal, as a
group of
women, from
several of the
lesser races, were tempted by the
Rakashasa, and betrayed their fellow
species for promises of eternal beauty.
Like so many of the promises of the
rakashasa, the boon that was promised
was left to great interpretation and
through a curse fueled by their own
betrayal their forms were changed to the

hideous fiend-like beings we know today.


Many believe that the existence of the
fiendish and half-fiendish varieties of
harpy that exist in the Demon Wastes is
further evidence of the validity of this
story. The fact that harpies have a great
fear of dragonkind and their homeland of
Argonessen is also seen as support for
this theory, but in truth what
intelligent species shouldnt feat those of
the draconic ilk.

currently only a few left on Eberron,


most having been hunted down by the
true dragons since the war. The
remainder travel Khorvaire, working in
the background of the courts to foment
dissension and strife, with the aim of
restarting the Last War as a cover up
for something much more sinister

The other less supported theory suggests


that the Harpy is a magical creation of
the ancient giants created from their
elven slaves. The only real evidence of
this conclusion is the existence of the
Spellwarped Harpy, a breed that exists
in the mountainous regions of Xendrik,
who possess unique and strange
abilities. Needless to say this theory is
looked at with great contempt from the
elven race for obvious reasons.

4e Monster Manual pg.146


3.5 Monster Manual pg.152

Adventurers who have dared to risk the


depths of Kyhber have discovered vast
conclaves of harpy who share the same
traits as the common species of the land
above. This is not surprising as the
basic variety of the species is most
prevalent throughout both Khorvaire and
Xendrik.

Hellfire Wyrm
3.5 Monster Manual pg.125
These diabolical
creatures are a cabal
of red dragons who,
for one reason or
another sided with
the rajahs in ancient
times. Exposure to
the corrupting
influence of the
rajahs has changed them physically, but
they remain dragons at heart and
possess no fiendish blood. There are

Hippogriff

Much like the Griffon, the Hippogriff has


existed for thousands of years. They
originate from the lands of Sarlona,
where it is said that a wizard, whose
name is now lost to the annals of time,
had bred them as an alternative to the
griffon since their equine nature makes
them much easier to
care for. Human
immigrants from
Sarlona brought the
first hippogriffs to
Khovaire as mounts
and transports with
hopes to breed them for
extended use across the
realms. This plan
succeeded greatly, and the hippogriff is a
common mount for the wealthy or
powerful. Though many breeds have
been created since their origin most
shares the same basic traits. The only
exception to this is the Vidalis Hippogriff
who larger size and hearty nature have
made them great war mounts.

45

Hook Horrors
4e Monster Manual pg.158
3.5 Monster Manual II pg.126
During the Dhakaani-Daelkyr Wars, the
goblinoids enlisted the aid of ogre
mercenaries as sheer brutes to
supplement their troops. For the first
few years of their
implementation, the
ogres proved extremely
effective in overcoming
the daelkyr monstrosities,
simply powering through
the cunning dolgaunts
and illithids, but this
was not to last. In the
Dhakaanis pleasure in
their new troops, they underestimated
the daelkyrs ability for innovation and
adaptation. After several ogre units
were mysteriously lost, captured in
battle, the daelkyr unleashed a powerful
infantry of their own; the creature now
called the hook horror. In a process
similar to that what created the
dolgaunt from hobgoblin lab rats, hook
horrors were made from the captured
ogres and through torture and extensive
surgery were perverted into the form they
now held. The addition of their large
hook like appendages enabled them to
catch and rend through the goblinoid
infantry as though parchment and their
blindsight proved especially effective
when paired with illithid sorcerers
casting spells of darkness.
Today, the hook horrors are considered
outdated models, as the daelkyr must
now rely more on subtlety than physical
might. However, adventuring parties
exploring the depths of Khyber have
returned throughout the centuries with
horrific stories of hook-handed
monstrosities that ripped through their
comrades and of the sinister figures that
guide them from the shadows.
46

Like many of the creatures tied to Xoriat


and the Lords of Madness, the Hook
Horror is an easily adaptable creature,
with numerous sub-species ranging
from nothing but cosmetic differences to
the more severe. The legendary
Xra'chkune (shrah-ch-kOOn) is one such
creature that favors the later. Found on
an expedition in Xen'drik, in the upper
regions of Khyber, the creature was killed
after eliminating two scouting parties.
The beast is the only one seen of its kind
but potential rumors among natives of
others creatures similar to it. The beast
itself appeared as a tauric Hook Horror
with the lower body of a giant beetle.
Much like a turtle pulls in its head, the
Xra'chkune was able to pull its upper
torso inside the shell of its lower body.

Hydra
4e Monster Manual pg.164
3.5 Monster Manual pg.155
The Hydra is a
well-known
beast, scattered
across the lands
of Eberron. The
stories of its
origin is legion
though most
start with the
idea that they
were created by either a Rajah or Daelkyr
who captured several young dragons, and
bound them into a singular body. Most
scholars however doubt that the Daelkyr
created the creature, even though one
variety seems to display the undeniable
signs of their hand in its creation. This
subspecies only exists in Khyber and its
heads are nothing more then squid-like
maws, a mass of tentacles centered
around razor sharp parrot-like beaks. It
possesses immunity to most weapons
and has similar powers to that of a

Mind Flayer. These creatures have been


commonly referred to as Hydrallithids or
Hyrdraliths. Few samples, or cadavers
have been brought back of the creature for
study, so little is really known of the
beast.
Another stunning variety of the creature
can be found on Argonessen. These large
and powerful hydras grow to immense
proportions and seem to be infused with
draconic blood or magic. These beasts are
feared and only the most powerful
dragons even attempt to challenge them,
even then the battles can go either way.
The Hydragon as it has been dubbed is
known for its multi-colored hide of
chromatic and metallic scales.

47

I
Illithidae
3.5 Lords of Madness pg.154
These creatures were brought
as pets and scavengers from
Xoriat to help in the
Daelkry's conquest of
Eberron.

Immoth
3.5 Monster Manual II pg.127
These enigmatic
beings are creatures
from the realm of
Risia, though they
are found in a
number of other
planes as well,
primarily where
frigid temperatures
prevail. On Eberron
they are quite fond of
the deep reaches of the Frostfell, but more
of their kind can actually be found on
Everice. Little is truly known about the
creatures and a future expedition is being
mounted by a Kalashtar Psion by the
name is Thalanakhad.

Ixitxachitl
3.5 Monster Manual II pg.128
Long ago, the ixitxachitl were created by
aboleth mages to serve the will of the
daelkyr. When the Lords of Xoriat were
broken by the Gatekeepers, however, the
aboleths, and their creations, were left

48

adrift in the oceans of Eberron. Without


the benefit of their masters' wills, the
aboleths found the ixitchxachitl too much
to handle and chased their slaves away
to continue their plotting. Purposeless,
many ixitxachitl wandered through the
seas, and many still can be found
throughout the Thunder Sea and the Sea
of Rage. At least one group, however,
settled into a community where they
could defend themselves against other
aquatic predators. Finding
cavern systems to live in
among the islands of the
present-day Lazhaar
Principalities, the
ixitxachitl waited for their
chance at revenge. The
fateful time came centuries
later with the arrival of
Eranis d'Vol to the islands. The lich
discovered the creatures soon after she
established her new home and she
convinced the ixitxachitl to ally with her.
In exchange for their utter loyalty, Vol
the lich granted some exemplary
ixitxachitl a minor form of vampirism.
The alliance between Vol and the
ixitxachitl pre-dates even the
establishment of the Blood of Vol
traditions, though fewer know of it than
realize the connection between the Blood
and House of Vol. The ixitxachitl serve
today as Vol's spies throughout the
shipping waters of Khorvaire.

J
Jahi
3.5 Monster Manual II pg.130
These creatures are rare, and
few know of their existence.
Commonly associated with
the Blood of Vol, their origins
are in fact much more
sinister. In ancient days,
when the feuds between the
rival schools of the Qabalrin
broke out, many became
suppressed and resentment
grew rampant. Some of
those that were never turned into
vampires, or who where locked away
never to be able to use their gift, became
so mad with frustration that in death
they became the first Jahi.
Today this creature is also commonly
created by the Cult of Forbearance, a
Blood of Vol sect that believed that in
order raise themselves in status and thus
become undead, they should emulate their
masters way of life in order to
understand it. Thusly, there were
members who wished to emulate
vampires and would live without seeing
the sun for months at a time, as well as
refraining from indulging in pleasures of
the flesh. Gradually, these repressed
desires build up until a Jahi was born,
which proceeded to bond to the most
attractive cultist and use them to
initiate a pleasure-cult instead.
The Church of Madystarylor is the only
known temple dedicated to these
sadomasochistic teachings of Vol. This
church is secretly located within the
borders of Thrane, in Sigilstar no less.

The cult is still very reclusive, and the


higher ups have no problem with
removing members who attempt to
leave the order. Many of even the high
level cultists, the church are also funded
by Diani ir'Wynarn. The real irony is she
has no clue as to what she is truly
funding. She has been made to believe
that she is funding a extreme radical
faction of either the Church of the Silver
Flame or the Host of the Faithful.
Believing that with her funding this
will allow them to take some radical
step that may discredit the church
proper. If she were to find out the truth
she would quickly send Dzarro Silvervein
or Captain Malik to rectify the
situation.

Jermlaine
3.5 Monster Manual II pg.131
During the first decade of the Last War,
with the fear of a Karnathi invasion, an
Aundairian artificer named Henryk
Jermlaine was contracted to develop
magical defenses along Scion's Sound.
The Aundairian military was concerned,
probably rightly so, that they were at a
disadvantage with Karrnath's strong
ties to House Cannith and wanted to
make a show that
they could compete
with their neighbors
in the realm of
automated warfare.
The up-and-coming
Henryk had already
excelled at Arcanix
and eagerly pursued
the contract, visions
of riches piling in his eyes. Ambitious,
and more than a little vain, the
arrogant artificer declared that he could
accomplish the defenses more quickly if he
worked alone with only his homunculi to
aid him. Improving on previous designs,
Henryk developed a specialized form of
49

dedicated wright one which excelled at


making traps. So adept were the new
creations that even Henryk was surprised
at how quickly the new homunculi
worked. With this newfound speed he
was able to complete the contract in less
than a few short months to his utmost
pleasure. Unfortunately, the artificers
plans ran into some trouble when he
tried to halt production. The wrights,
inadvertently imbued with a spiteful
independence, rebelled and a fight ensued
in the laboratory during which Henryk
was knocked unconscious from a
discharging magical item. When he
awoke, the wrights were nowhere to be
found. The moment the military learned
about the accident they confiscated
Henryks reward and put it instead
toward the now massive clean-up effort.
The disgraced artificer was never seen
again and presumed to have died in a
state poverty.
The homunculi, now spread throughout
all Khorvaire and grown quite feral, have
become common nuisances in
laboratories and craftsman shops
everywhere. Many are just annoying
makers of mischief, but some of the
original wrights still have the
magewright training that Henryk gave
them, making those a truly dangerous
lot. Commoners have many names for
them, such as jinxkin and banemidges,
but most practiced in the art still call
them by their despised creators name:
Jermlaine.

Juggernaut
3.5 Monster Manual II pg.132
House Cannith created the
juggernauts as mobile
war platforms that could
batter through walls,
crush ground troops and
also carry a few
50

specialized troops, such as a pair of war


wizards. The juggernaut represents an
early attempt at building a living
construct, and as such has an array of
spells that it can use. It is rumored that
larger juggernauts than those used in the
Last War can be found in Xendrik,
created by the giants for purposes
unknown.

Julajimus
3.5 Monster Manual II pg.133
Deriving its name from the elven phrase
julaji molus or "eater of children," the
julajimus is a scourge across Xen'drix and
even in isolated patches of Aerenal. When
the dragons and elves together wiped out
the House of Vol, immense amounts of
necromantic energy was released into the
jungles of each
region and warped
the native baboons
into these fearsome
beasts. Many elves
believe the
julajimuses to be
possessed by
vengeful spirits of
the Vol ancestors,
angered at not given a proper burial.
According to Aereni and Tairnadal
tradition, julajimuses that are killed
will be reborn in the jungles again unless
buried and blessed to assuage these
spirits.
Because of their shape changing abilities,
the julajimuses have proved nearly
impossible to wipe out, as they are
generally indistinguishable from normal
animals except through arcane means.
Aereni officials are convinced that the
populations in Xen'drix somehow find
their way to Aerenal after purges,
though the exact method of such a
journey is a mystery.

K
Kopru
3.5 Monster Manual II pg.134
Descendents of a sahuagin tribe that
was enslaved and then experimented on
by aboleths, Kopru were created to serve
as city guardians. As such, aboleth ruins
are usually the most common place to
come across such a creature. In general,
the Kopru are relatively unknown to
those on the surface, as
the aboleth cities tend
to be located at the
bottom of the deepest
most oceans or within
the seas of Kyber itself.
To the kopru their
aboleth creators are
seen as gods. Female
clerics interpret the will of their creators
and transmit it to the rest of their tribe.
The rest of the tribe devours any kopru
who transgresses the will of the aboleth
ceremonially. Due to the aboleths
original experimentation, mutations are
common amongst the kopru, both in
mind and body. This results in many
kopru being naturally psionic, as well as
many having grafts or strange blood.

Kraken
3.5 Monster Manual pg.162
The Lords of the Deep are an ancient
race, which has been on Eberron since the
rise of Dragons and Fiends. The Krakens
are one of the most legendary beasts of
Eberron that for thousands of years they
tormented and plundered the seas. They
are a widely diverse species with
numerous rumored subspecies and rare

specimens.
Two different legends persist on the
creation of these beasts, both of which
appear to be equally viable. The first
school of thought, more
commonly accepted
throughout Khorvaire,
concern godly intervention.
In days of yore, when the
gods where creating the
races, within the Sea of
Rage the Fury blessed massive squids
with the gift of sentience. He told them
to strike out and take from those that
lived upon the surface if they dared to
trespass in their realm. This is widely
accepted as the reason for the creatures
highwayman-like mentality, and their
hording nature.
The other myth plays out a much more
darker tale. An ancient race that lived
deep beneath the water's surface known
as Aboleths used the blackest of magic to
corrupt some of their own into the form
now used by the Kraken. Those in
disfavor or who dared challenged a
stronger of the species was put through a
vile ritual altering their minds and
bodies to be the perfect guardians for
their corrupters lair and treasures.

Krenshar
3.5 Monster Manual pg.163
Wild and dangerous, the Krenshar
inhabit many forests and jungles of
Eberron. These strange creatures are said
to have been created by wild magics that
changed local creatures into their present
state. The Krenshar can be found in every
continent of Eberron, and many varieties
exist. From the common Krenshar to the
Deathfang of Aerenal, these creatures are
widely respected by local beings.
The most commonly seen Krenshar make
51

the forests of Khorvaire, Xen'drik, and


Argonessen their homes. Though several
subspecies exist among them, the
differences are merely ones size and
appearance.
The magic of the deathless that infuses
the realm of Aerenal has its own unique
effect and warped the native Krenshar
into almost completely different beast.
Rumors suggest that the first deathless
helped this breed along its way to deter
visitors from making their own stops on
their shores. The
Deathfang is
considered one of
the most dangerous
of the Krenshar
sub-species and the
Aerenal state they
were created as a mockery of vampires,
claiming that such undead are nothing
more then savage animals.
The Snowcoat Krenshar of Frostfell
seems to be one of the largest varieties of
Krenshar found. These creatures are
known for their massive daggersized
fangs and beautiful ivory coats. The only
specimen of this Krenshar ever caught is
stuffed and can be seen in Fairhaven at
the Wayfinder Foundation.
The most intelligent of Krenshar by far
is the Sarlonan Krenshar. This desert cat
is renowned for its hunting tactics and
ability to bring down powerful game.
The inclusion of poisonous claws with
which it strikes with to bring down its
game, and a number of other strange
abilities as well, make it a truly
formidable foe. Commonly known as the
Kl'rieonn, or Dune Cat, several of these
beasts have been given to the king of
Q'barra as a gift from the Riedran lords.
The most striking feature of this cat is
the large manes possessed by its males.
Many krenshar inhabit the Whispering
Wood in northern Aundair. The wild
52

magic prevalent in the Wood seems to be


considered beneficial to the beasts as they
tend to lair near the Cairns themselves.
It is possible to domesticate a krenshar
cub, through attempting to loose one
from its pride let alone safely through the
other dangers of the Wood can be difficult
to say the least. If successful however
the resulting loyal companion seems
more than worth the trouble.

Kuo-toa
4e Monster Manual pg.172
3.5 Monster Manual pg.163
Deep in the recesses of Khyber there exists
a series of underground rivers and
caverns, many of which connect with the
many oceans of Eberron. Within these
depths the Locathah speak of an ancient
kingdom that rested between the Sea of
Lost Souls and the Barren Sea, ruled by
savage priest kings. This ruling caste of
Locathah practiced unspeakable rituals
in the names of dark gods, and would
commonly sacrifice even their own people
in their name. Eventually the common
Locathah fought back against these dark
kings and toppled their empire. Those
loyal to the priests fled into the
underground streams and
rivers evolving into the
race we now know as the
Kuo-toa.
Today the Kuo-toa can
mainly be found in
Khyber, beneath southern
Sarlona, the far western
and northwestern reaches
of Xen'drik, and below the Kapaerian
Island. A dark and brooding people, they
are just as imperialistic now as they
were thousands of years ago. Over the
years they have managed to build a large
number of independent city-states,
thankfully not yet united under one

banner.

53

L
Lamia
4e Monster Manual pg.174
3.5 Monster Manual pg.165
Where the Rakshasas were the generals
and leaders during the Fiend-Dragon
Wars, the Lamia where the shock troops.
Witnessing the fate of the Rajahs as
they were imprisoned by the Flame that
Binds, the Lamia's
fled to the most
inhospitable
climates such as the
Demon Wastes, the
deserts of Sarlona,
and Menechtarun
desert of Xen'drik.
Now they call these
lands home and
wary to any who
intrude on their domain. They are
savage and vile beings whose first
impulse violence. Race memory is long
however and Lamia fear dragons and
their minions above all else. The largest
number of Lamia can be found in
Menechtarun, where they feel safest from
the dragon's wrath.

Lammasu
3.5 Monster Manual pg.165
The Lammasu is as rare as a Couatl and
few have ever seen a living specimen up
close. Rumors persist that they originate
from Argonessen and a pride has staked

claim in the Blade Desert of Khorvaire.


The Lammasu's origins date back to the
Fiend-Dragon Wars, where they, much
like the Couatl, fought side by side with
the dragons against the fiend forces. In
truth they had no real fondness for the
dragons and did not consider themselves
truly allies. The Couatl however were
looked up with great affection as the
feathered serpent was almost revered in
their culture. Now a days Lammasu
commonly strike out territory and more
often then not, will stay gone for long
periods of time. This nomadic nature is
one reason that many have never seen
the creature. Their wrath knows little
bounds however and they are known to
travel as far as other continents in
pursuit of enemies, and that nothing
short of death will usually stop them.

Leechwalker
3.5 Monster Manual II pg.135
The disgusting creatures known as the
Leechwalkers are supposedly native to
the steaming jungles of Xen'Drik, and
assumed a likely byproduct of the
cataclysm that ended the giant
civilization. In truth a great number of
Leechwalkers have been stumbled across
amidst the
mournlands as well
and sightings are
beginning to spread
throughout
Khorvaire. This
variety of locations
has led some
naturalists to believe
that either spellcasters of Droamm or
perhaps even some dark force from the
Demon Wastes instead created them. If
this is the true origin, then there is no
telling who may be responsible for their
spread throughout the continents.
What is surprising about the species is

54

that they are amazingly quick to adapt


to any given environment, going from
struggling to thrive in the space of a few
generations. As a result, dozens of
subspecies have cropped up all over
Eberron. The most common subspecies
that has been encountered are the Hive
Walkers. More a mass of individual
leeches rather than single organism, this
new variation is more dangerous than
its common cousin. Most other
subspecies differ only in minor ways from
the original species, and serve as a
baffling challenge to those who try to
classify them.

Linnorm
3.5 Monster Manual II pg.140
Of all the draconic creatures on Eberron
it is not those considered true dragons
that are the most ancient, but the
Linnorm. Ancestors of the ancient
wyrms who birthed from the blood of
Siberys himself very little is known of
their lives save what is written in
myth. The last linnorm encountered
dates back to before even Lhazaar made
her first voyage and
since then there
existence has fallen
to legend.
What can be
gleamed from these
various legends and
myths concern a
bound to both Syberis and Eberron more
powerful than any other draconic race.
It is widely believed that the Linnorms
mostly died off in the ancient DragonFiend wars and although some did
survive their numbers lack of diversity
caused them to slowly die out. Still
among the dragons themselves rumor
persist of great creatures of might that
surpasses their own standing guard over
ancient sits and ruins in their territory.

Living Holocaust
3.5 Fiend Folio pg.117
The Silver Flame has long guided the
members of the self same order though
ages since its creation, providing advice
and a focus for its members beliefs and
power. It is rumored however that there
is another voice...a darker voice that very
few can hear emanating from the flame.
It is believed that his corrupting force is
responsible for the creation of the fiendish
Elementals known as
Living Holocausts.
These entropic
elementals are few and
far between; most
manifesting and
growing from the
channeled power of
Priests of the Silver
Flame whose faith is
less than pure. The
corruption in their hearts tainting the
powers granted by the Flame till they are
consumed by the corruption the demon's
whispers have sowed within them. But,
this is not always the case. Sometimes a
dedicated Exorcist finds the powers of
the Silver Flame tainted by the dark
spirits he so righteously fought. In either
case the birth of a Living Holocaust
always rouses the Knights of the Silver
Flame into action, as the holocaust is the
corruption of their ideals manifesting
itself in physical form and a serious and
disturbing threat to all Eberron.

55

Locathah
3.5 Monster Manual pg.169
The Locathah were once a great nation
settled between the Barren Sea and the
Sea of Lost Souls. They were not the
nomadic and peaceful people of today, but
instead savage and violent. Priest-kings
who craved power and eventually turned
to sacrificing
their own people
to appease the
dark gods they
worshipped ruled
their kingdom. It
was soon after
this that the
locathah
commoners
realized just how
dark their ways
had degraded and
attempted to
revolt against their depraved leaders.
The destruction unleashed during this
struggle sent the locathah people back to
a more primitive and simple existence.
The Locathah have long forgotten their
own history and know only that, as has
been told to them for generations, the
ruins nestled between the Barren Sea
and Sea of Lost Souls has long been
cursed and should be avoided at all costs.
Their current nomadic nature has
scattered them across those two seas,
traveling the waters like ocean going
gypsies. In their journeys they come into
constant battles with the Sahuagin as
they pass across their territory. This has
led to some tribes of Locathah being
scattered near regions dominated by
Sahuagin, cut off from their brethren.

56

M
Manticore
4e Monster Manual pg.184
3.5 Monster Manual pg.179
Two main breeds of manticore roam the
lands of Eberron, each a ferocious
predator of their chosen territory. Across
the continent of Khorvaire roams
Lhazaar or common manticore. Though
originally primarily locate in the
principalities, throughout the years the
creature has
slowly spread
throughout the
continent and
even has even
appeared in
Xendrik as well.
Even though the common variety, it can
vary slightly in appearance depending on
the local which it makes its home. Those
that prey within the confines of either
the Jungle of Scimitars or the Kings
Forest in Breland share a similar
mottled pattern to their fur similar to
that of a leopard, though not nearly as
distinct. Within the Basura Swamp in
Qbarra and through out the Shadow
Marches stalks a decisively greenish
tinged beast who seems as comfortable
drifting through the marches as on dry
land. There is even tale of a beast who
bears the marks of a manticore that
roams the Demon Wastes, marred with
a more fiendish appearance than its
other cousins. Amidst the trees of the
Watching Wood in Droaam, across both
Torlaas Moor and Khraal of Darguun,
and through the land of Xendrik roams a
slightly smaller cousin, more sleek and
sly than the more forward of their kind.
The discovery in Xendrik has led many
researchers to postulate that the

common breed originated on the


mysterious continent and was somehow
transported to the main continent
around the times of the Dragon-Fiend
War, though the means is still
unknown.
The second breed, the Sarlonan Manticore
is understood to be the most dangerous
species of the beast primarily because of
its higher intellect. It has displayed
powerful psionic powers, which have
surprised even the natives of the land
and helped to increase the wariness of
those who travel though its territory.
The true irony of the situation is that
based on sheer appearance they are
considered quite beautiful with a much
more statuesque lion body and large full
mane.

Marrashi
3.5 Monster Manual II pg.145
In the Twilight Forests of Lamannia
flies a creature dubbed the Marrashi or
Laughing Demon. Dating back from a
time soon after the Dragon-Fiend war,
this dark creature is the result of rajah
manipulation. In an attempt to garner
freedom from its imprisonment a power
rajah tempted a tribe of exceptionally
depraved Gnolls into
helping to release its
bonds by giving them
power to conquer their
neighbors. Teaching
them dark secrets of
magical mutation, the
gnolls used themselves
as test subjects and
after several less than
successful attempts, altered their forms
to that of the modern day Marrashi.
Satisfied with their side of the bargain,
the tribe began to bring about the
freedom of its benefactor. The
movements of a powerful rajah are not
57

kept secret for long, however, and when


the Chamber discovered the gnolls
actions they immediately sent a
contingent of dragons to the site and
reduced the area to little more than ash.
The rajah safely imprisoned, the dragons
left the lands, but not before making sure
to remove all knowledge shared with the
gnolls from the face of Eberron. Still,
some Marrashi were able to escape to the
forests of Lamannia and have gone on to
multiply and become a singular species of
their own. Though rare, they can be
found sporadically over the surface of
Eberron, especially in locations such as
the Eldeen Reaches, and even more so
when Lamannia is Coterminous.

Maug
3.5 Fiend Folio pg.121
Maug are native to the plane of
Shavarath, serving as mercenaries to the
warring armies there. When found on in
Eberron, most Maug are typically
serving as expensive, yet highly effective
muscle for hire. Maug are quite insular
about who they allow
into their mercenary
bands, and most nonconstructs are unlikely
to be admitted.
Outside of the Maug
itself, the most
common race seen in
these mercenary bands
are Warforged. This is
not surprising since my Maug claim
there is some mysterious and distant
relationship between the two. However,
no proof of this statement has yet been
found, so it is considered to more likely be
wishful thinking on the part of the
species.

58

Medusa
4e Monster Manual pg.186
3.5 Monster Manual pg.180
An official ecology was written by
Keith Baker and can be viewed at this
link.
http://www.wizards.com/default.as
p?x=dnd/ebds/20060905a

Meenlock
3.5 Monster Manual II pg.146
Found only on the continent of Khorvaire
the Meenlock is widely believed to be the
creation of Mordain the Flesh Weaver and
a reason for his dismissal from the
Twelve. These rare creatures are found
only in Khorvaire, and
even today little is
known of their origins. It
is widely accepted that
they are one of the most
successful creations of the
Flesh Weaver, and
believed to be the reason
for his dismissal from the
Twelve. Though rare they
have a very strong ability to survive in a
variety of terrains and have spread
throughout Droamm and Breland. In
Sharn, after a wealthy landholders
daughter became a victim of the
meenlock, a bounty of 10 gp per head was
established to try to eliminate the
threat. Even with the allure of gold, few
have collected whether because of
intimidation or sheer lack of knowledge
about the bounty itself.
Morgrave has also showed an interest in
the meenlock, but for completely different
reasons. The transmutation ability of
the creature greatly interests them with
the proffered reason of the beneficial

applications that can be gleamed if the


process of how they accomplish it can be
discovered. They have funded several
groups of hunters as well as established
their own bounty for a complete
specimen delivered to them alive and
intact. So far the going rate for a live
Meenlock is 50 gp, but though there have
been a few successful ventures, little has
been learned from the surviving
specimens.

Megalodon
3.5 Monster Manual IIpg.147
The Megalodon is a
mercifully rare
creature found in
tropical oceans such
as those
surrounding
Xen'Drik.
Worshiped by the Sahaguin as living
aspects of the Devourer, dozens of
prisoners are sacrificed to these creatures
every year. Outside of the beliefs of the
Sahaguin however, the creatures
presence is something of a sticking point
between travelers seeking to reach
Xen'Drik, let alone other sea denizens
since just about every creature other
than the Sahaguin would prefer that the
beasts weren't there.

Merfolk

truth little is known about culture or


origins. Still a supposed rare few have
attempted to make a permanent home,
and though it did not last long, some
rumors have arisen from these groups to
explain their origins. These tales tell of a
race of humans from Sarlona who
angered the Fury though some unknown
disrespect as well as lack of sufficient
worship. In a fit of retributive rage,
their islands were sunk below the oceans
and the humans irrevocably altered to a
life forever below the waves. Still, even
after this show of power from an angry
god, the Merfolk, being a very strongminded race, turned to worship Belinor
instead and have become great defenders
of the undersea realms and mortal
enemies to the Sahuagin.
Some rare Merfolk can make their home
within underwater ruins, which they
share with the Aventi, who revere the
less common Merfolk as chosen Belinor.
They see them as prophets; there to lead
their people, helping them recover from
the destruction of their kingdom. Even
these merlock are still nomadic by nature
and though the call of the wanderer
tempts them every day, many have taken
it upon themselves to help their kinsmen.
The Merfolk look to the Aventi as a
parent does to its children, and try to
guide their ways.

Mimic
3.5 Monster Manual pg.186

3.5 Monster Manual pg.185


Said to be blessed by the
God of Beasts and cursed
by the Fury, Merfolk
wander the seas between
Sarlona and Khorvaire
never staying put for
very long. They are a
very nomadic people who
travel constantly and in

Little is known about this odd creature


save for campfire stories of myth and
legend. The most common belief involves
them being created the Daelkyr as a type
of living trap to combat the Dhakaani.
Usually sent out ahead of an enemies
force to penetrate their defenses before the
remaining forces would come to engage
them. A slight change in this tale sees
the Mimic as just another beast from
59

Xoriat that the Daelkyr have managed to


control. This would make the most sense,
seeing as Mimics really had little to do
with the Daelkyr specifically and are just
as likely to attack their minions as well
as their enemies.

Mindflayer
4e Monster Manual pg.188
3.5 Monster Manual pg.186
An official ecology was written by Keith
Baker and can be viewed at this link.
http://www.wizards.com/defaul
t.asp?x=dnd/ebee/20050704 a

Among the doppleganger and changling


population circles the belief that the
mimic was in fact a creation of the
Traveler. The myth tells tale of a
doppleganger cult which began to
worship him with unabashed awe. So
warped was their belief that any act
they committed, no matter how good,
dark or even insignificant was done in
the name of The Traveler. Disgusted by
their overzealous actions and blind
vision, the Traveler changed them,
denying them for eternity the ability to
take the form of a living creature. This
story serves as a bedtime warning to the
young of both societies against the
dangers of zealotry and false belief.
Because of this, many of both groups
grow up seeing the Mimic as tainted
beings cursed for their inability to live
up to the true edicts of the Traveler.

60

Minotaur
4e Monster Manual pg.190
3.5 Monster Manual pg.188
Long ago Minotaurs where a fierce race
of warriors, very different from those
now encountered. Once a race of
powerful humanoids, their fanatic
worship and devotion to a bull god is
said to have brought them
ire by some unknown force.
Though it is unknown
whom, this being or beings
are believed to have cursed
them to take the form they
now wear and cast them
deep into the shadows of
Khyber. Some say it was
the Traveler while others
believe the Dragons or
perhaps the Giants were responsible.
There are even a few that are sure it was
the Rakshasas as retribution for
standing against them. No one knows
for certain, one thing that can be verified
is how wide spread they have become,
encompassing many regions of Eberron.
In Khorvaire specifically, with the rise of

Droaam, many have returned to the


surface and taken on a more civilized
society then their ancestors.
Whatever the origin, stories of powerful
Minotaur warriors are now told
throughout the lands; their prowess as
combatants is truly recognized as
something to be feared. There have even
been several tales of specific minotaur of
great ability that are now spread from
bard to bard, though how real the
accounts stay between tellings is a
mystery. The barbarian ranger
Whitemane of Xen'drik lives deep within
the mountains, hunting all who intrude
into his domain. He is renowned among
a handful of Minotaur clans that dwell
within, and many have sworn fealty to
him. These clans comprise one of the few
minotaur societies known to exist
within the upper echelons of Khyber.
Extremely violent to outsiders, hunting
any who enter their domain, they see the
edge of their domain as a zone of
neutrality and there and only there will
they meet peacefully with visitors.
A demonic beast of foul temperament,
Tusk is one of the most feared beings
among the Carrion Tribe. So extreme is
his anger and chaotic nature that others
have had no choice but to make him the
great chieftain. Tusk is completely
devoid of fear and commonly runs into
battle at the frontline of his forces. It is
said that he is as ruthless to his men as
he is towards enemies, willing to
sacrifice them as though nothing but
chattel. Those looking to keep far from
him can easily distinguish this
monstrous beast from his tribe by the
pair of massive gore stained tusks he
keeps strapped to his back.
Tales from the Shadow Marches speak of
a female Minotaur and powerful mystic
known only as Pale Eyes. Renowned as
an orator and gifted in both arcane and
divine magic, and it is said that she

gained this skill from a Dusk Hag, who


took her sight as payment for the
teaching. Many orcs avoid the minotaur
claiming she is a witch, but those truly
desperate have sought her out in an
attempt to gain aid. Is also said that a
powerful bull protects her whose ferocity
is beyond any seen within such a
creature.

Mohrg
3.5 Monster Manual pg.189
Murder is one of the oldest and most
heinous crimes committed about the
lands. So perverse is the act that if one
attempts to kill in cold blood and is
killed themselves before the act is
completed, they will walk the lands
again but this time as a Mohrg. Still,
some saw this as an opportunity and the
first to take advantage of this
phenomenon were the Dhakanni.
Goblinoids killers whose need to shed
blood was based on nothing but the joys
of killing were seen as
corrupters of the true
Goblin idea of honor.
Discovering how they
returned once executed,
they quickly set about
developing a way to bind
the soul to the site at
which they were buried,
creating an undying
guardian who served as a
symbol not of reward, but of punishment
for their transgressions.
The Blood of Vol, possibly inspired by the
Dhakanni or just coming to a similar
idea from observing the phenomena,
began an aggressive campaign to
capture repeat killers in order to harness
the power of the mohrg. Rather than
bind the creature as a guard, the cult
developed techniques to enslave the
61

mohrgs, using them as secret enforcers,


assassins, or members of strike teams
employed by the Emerald Claw. The fact
that the Emerald Claw pursues
murderers with this particular tenacity
inadvertently wins them support from
certain factions of the Karnathi
government, law enforcement, and the
populace, none of which know the true
motivation for their actions.
Recently it has been discovered that there
are other techniques used to actually
bring about the existence of a Mohrg,
even from those who are not murderers.
Evidence dating back to the time of
giants has shown remnants of lore that
tell tales of Rakashasa necromancers
turning giants fallen in battle into the
beasts and then let loose among their
former brethren to wreck havoc. Other
evidence seems to imply that the giants
themselves also created them to control
rebellious citizens or community revolts.
An actual drowish rite, depicting the
creation of these creatures, was
discovered on a recent Xendrik
expedition. Similar to those performed
by the Blood Of Vol, and perhaps the
origin of their knowledge, the ritual
begins with a member of the tribe or
religious sect being given a ceremonial
weapon and sent to kill a helpless
victim, usually one strapped to an alter
of some sort. The victim is likely an
outsider, but baring that basic tenants
of the ritual dictate that the weak
should sacrifice so that the strong should
live, so any are fair game. Both
participants, at least in the drow's case,
know what is to happen and in truth
only the victim is usually an unwilling
party. After the sacrifice is committed,
the "murderer" is entombed in a small
wooden casket and left for dead. The
casket is usually filled with the entrails
and organs of the victim then smeared
with honey to attract insects such as
ants or crawlers. After a few days the
62

Drow return to perform the final


cleansing of the spirit. They flood the
casket with a special concoction of what
is believed to basically be unholy water.
The body, still within the casket, is then
taken to the ruins or burial site where it
is to stand guard. Many drow from the
tribes that perform this ritual find it an
honor to be chosen to become the
monstrosity and spend eternity
protecting a sacred site.

Moonrats
3.5 Monster Manual II pg.151
Moonrats can be found in most large
cities throughout Khorvaire but since
their presence is mostly spoken of by
drunks and madmen the common folk
tend not to believe in their existence.
While one would expect the creatures to
have some sort of fantastic origin
involving a lunar conjuncture or deific
influence, the truth is Moonrats gained
their intelligence after eating from the
mysterious glowing refuse created by the
magical institutions of the high towers
of Sharn.
There are 13 tribes of
Moonrats, 12 of which have
their intellect directly tied
to a phase of a specific
moon. The 13th tribe,
however, is apparently
bound to the vanished
moon, and as a result each
individual is born at a
certain level of strength and intellect and
maintains them throughout their
lifespan. Often, two or more tribes
temporarily band together to work
continually on a plan that would either
take far too long to complete, or hinges
on events that would transpire when one
tribe is at the nadir of its strength and
intellect. Most of these master plans
seem to centre on procuring food,

however the intelligent members of the


13th tribe have a quite loftier goal in
mind, nothing less than world conquest.
Least, that is what Makely, the half
crazed drunken dwarf on the lower levels
believes. Who knows, he could be right.

Morkoth
3.5 Monster Manual II pg.152
Spawned in the ancient
days of Eberron in the
primordial ooze that we
now call the ten seas,
the Morkoth is one of the
lesser powers that have
been birthed from those
dark crushing depths
beneath the surface. They
are fairly numerous, and many inhabit
the regions of Shargon's Teeth. Highly
respected by the Sauhagin, few creatures
challenge these solitary predators of the
deep and little is known of their
abilities. Only the rare carcasses and the
occasional rumor or all there is to show
of the beasts existence. In fact until 30
years ago such a creature was believed to
be nothing more than a myth until a
fishing vessels nets pulled in a large
half-devoured body. The creature's
remains where massive even though only
half of it still existed. It is believed that
a dragon turtle or some other powerful
being is the only thing that could have
slain such a creature.

normal Crocodiles. They can be found in


the southern tropical regions of
Khorvaire as well as the steaming
jungles of Xen'drik and Argonessen.
Many scholars believe it is a normal
magical fluke that appeared thousands of
years ago, and just bred true. Today a
plethora of new species can be seen from
the Dreadtoothed Mudmaw that roams
the coast lines of many lands, to the
Sandscale Mudmaw of Valenar and north
western Xen'drik. Nothing overtly
changes in each species abilities
however, and it seems that there are only
slight differences in their physiology. For
instance the Sandscale can move through
soft earth much like a crocodile moves
through water.
To date the strangest of all Mudmaws is
known as the Skyclapper. The creature
gets its name from its strange hunting
technique, and is in fact a very small
creature. It uses its two pseudopods,
which generate an electrical charge, to
snatch small flying creatures out of the
air. When the two "arms", if you will,
slap together their charge releases a
powerful electrical volt, stunning, if not
killing, their prey. The Skyclapper
appears in various mountainous regions
near once flowing rivers and lakes,
throughout Xen'drik. Their colorful pelts
are highly prized by native drow.

Mudmaw
3.5 Monster Manual II pg.153
This genetic aberration of the crocodile is
notorious in the wilds of the Q'barra and
the Shadow Marches. However the
creature inhabits many places, and
commonly hides within large groups of

63

Mummy
4e Monster Manual pg.192
3.5 Monster Manual pg.190
Many different forms of mummification
have been documented all over Eberron.
Usually nothing more
than a benign ceremony,
the creation of undead
mummies is usually
intentional and as such
much more rare. The
Blood of Vol practices one
of the oldest rituals of
mummification, as do
certain tribes of Drow in
Xen'drik. The ancient Dhakaani
unintentionally created these undead as
well as some orcs who were mummified
and then buried improperly, such as
within peat bogs, rose up as mummies.
The most ancient and powerful of
mummies can be found on Argonessen
and Xen'drik, and are the remains of
Dragons and Giants.

Myconid
3.5 Monster Manual II pg.154
Myconids are notable in that of all the
inhabitants of the Khyber, they are the
least hostile to travelers. While living in
close proximity to some of the most
dangerous creatures on the planet has
made the Myconids understandably
paranoid, visitors from the surface that
can prove themselves not to be a threat
to a colony are allowed to come and go as
they please, and those that do something
significant to benefit the colony can
obtain limited services from the
Myconids, and a safe place to rest and
recover from other adventures in the
Khyber.
64

Studies of Myconid biology state that


these creatures were once a variety of
innocuous, yet large fungus native to the
areas of Khyber where the Daelkyr had
been sealed. Over the centuries, they
slowly transformed into the creatures
they are today, and set out for a safer
place the instant they could. The extent
of speciation amongst the creature seems
to be limited to changes in the number of
fingers and toes, typically ranging from
3 to 9 on each hand, with either one or
two thumbs. The occasional appearance
of specimens with additional limbs is
typically related to damage the specimen
sustained during its infancy. On
extremely rare occasions, a Myconid that
sustained massive damage to its cap
during infancy will actually grow
something resembling a
second head, however the
growth has no
discernable mental
activity until the
creature is at least 12
years old, at which point
the second head awakes into sentience,
albeit without any of the knowledge or
memories possessed by the first.
Needless to say this can be a very
disturbing time for the creature and
those who experience this are sent into
ritual seclusion until their nature has
come under control.

N
Naga
4e Monster Manual pg.194
3.5 Monster Manual pg.191
Spawned from Khyber the Naga where
one of the first creatures of Eberron. They
appeared towards the end of the DragonFiend wars and though individuals could
be found fighting for one side or the
other, the race as a whole took no real
interest in the conflict. The Nagas, now
known as Water Nagas, why neither evil
or selfish just saw no need to join what
they considered a losing battle for both
sides. As such, they stayed mostly to
there own devices though in a sense they
became lore keepers of a sort as they
documented the conflict without the
biased influences of other races who had
chosen a side.

Over the years, many Nagas have turned


to nature as the guiding principle in
their lives, becoming either rangers or
druids of the more dark aspects of the
land. Though not as common, the arcane
arts are also explored, though not in
nearly the depth either elves or even
humans have attempted. The rivers and
streams of Khorvaire are a common home
to the Water Naga, as are any of the Ten
Seas throughout Eberron. Rumors of
them possessing ancient lore has caused
them to be highly sought after by many
across the lands. The greatest

misconception however is the type of


secret knowledge they possess, most
thinking it is of the mystical variety
when in fact it is a unique knowledge of
history.
As it has been said, the Naga race by and
large kept neutral in the Great War, but
not all kept to that belief. Those who
did chose a side were gifted by their allies
with abilities that changed the very
nature of their existence. The dragons
saw the naga who joined them as a
great force to protect the entrances to
Khyber itself. To aid in this they were
granted special powers and abilities and
the Guardian Nagas were born. Seeing
this as a challenge that must be met, the
Rakshasa altered their allies as well,
creating a force to combat this new
dragon legion. The Dark Nagas were
born with a vile hatred of their cousins
and sought to destroy them at every
opportunity. Both species are
intoxicated with violence towards the
other, and to this day a state of war
exist between the two. Both make use of
a divine source of power, though
obviously from a different place.
Guardians tend to call on the power of
Siberys while Dark Nagas worship
Khyber as their benefactor. Only one
however can claim a type of noble
heritage for Guardians appear to have
dragon blood flowing though the veins.
So much so that it is not unheard of for
a Guardian to be the child of two
dragons, making it seem that the
conflict united them as more than just
allies but kin as well.
There is one breed however that seems to
follow a new path. An apparent recent
jump in the evolutionary chain, the
Spirit Naga can be found near or within
the dark realm of Khyber. Originating
from eggs raised by Daelkyr minions,
they were not altered in any intentional
way but birthed with a lack of record for
the natural order that makes them seem
65

almost chaotic in manner. They are the


some of the foulest and most inherently
evil creatures that exists, many either
leading or holding high positions in
Cults of the Dragon Below. Spirit
Nagas are one of the most numerous
species of Naga today, but few are
actually seen so their threat is widely
unknown. Their population is steady
however, and much is to be feared if these
fiends are left unchecked.

Needlefolk
3.5 Monster Manual II pg.158
The Needlefolk are native to
the forests of Aernal,
however they have managed
to spread across the
continent of Khorvaire,
following the elves. The
largest populations of the
creatures outside Aernal are
found in Valenar. The Aernal
Needlefolk have remained
essentially the same for thousands of
years, with the first records of the
creatures being almost twenty thousand
years old. Aernal Needlefolk are known for
their hate of the elves, especially the
Deathless. While no elf or even half-elf
has been able to get near the creatures
without fear of getting skewered,
members of other races have seen that
the creatures are actually peaceful
entities outside the presence of elves, and
some have even managed to speak with
the creatures. Of note is a conversation
held between Algol, a genderless
personality Warforged artificer, and the
Needlefolk druid Bron Jizeid'r. In a move
that all members of their party believed
would get them killed, Algol simply
asked Bron why the Needlefolk disliked
Elves so much. Bron replied by stating
that its people were originally awakened
from thorny bushes by an entity they
66

only refer to as "The Man in the Mist" to


stop the actions of those who believed
that they were above nature's cycle of life
and death. Of additional notice is that
Needlefolk will often congregate around
Manifest Zones to Dolurrh, believing
that one day The Man in the Mist will
return through the grey fog. What Bron
didnt share, and perhaps doesnt know
himself is the fact that Needlefolk
actually begun as elves themselves,
refugees from enslavement from the
giants. Those Needlefolk that do know
the truth are known as Eyes of the
Needle. They share it though tales from
one generation to the next, but keep it
from the common folk. The tale tells of a
time when, as elves, their desperation for
survival was at its heights and in a last
vestige of hope they turned to prayer, not
to any god, but to the elves who passed
before them, for guidance on how not to
meet their gruesome fate. A phrase was
then heard across the winds, something
none can recall, but it held a secret that
altered them to the form they show
today binding them irrevocably to the
land itself. Along with that secret came
a mandate warning of those who would
leave the natural path and taint the true
nature of the elf beyond hope. This
mandate has slowly over the years
turned into the hatred for the Undying
they now feel. Still, this knowledge is
kept from most, as it is believed that the
truth of their relation may tempt others
to join their misguided brothers.
An offshoot species who settle in a
separate area of the lans, Valenar
Needlefolk are not nearly as hostile
toward Elves as the Aernal ones mainly
because Valenar Elves venerate their
ancestors through memory only, a
practice that those of the Eye know to be
the truth path the elves were meant to
follow and the Needlefolks origin. This
offshoot has changed to the point of
becoming a separate species from their
relatives in Aernal, displaying physical

and behavioral differences. To start


with, they are an average of 7 inches
shorter than the Aernal variety and tend
also to be nocturnal, half-burying
themselves during the day, leaving only
a few leaves exposed for photosynthesis.
Their most notable difference, however, is
that the leaves and needles of the Valenar
Needlefolk are poisonous, a defense
adapted to protect themselves from
grazing animals.

Neogi
3.5 Monster Manual II pg.158
An official ecology was written by Keith
Baker and can be viewed at this link.
http://www.wizards.com/default.asp?
x=dnd/ebee/20050704a

Nethersight Mastiff
3.5 Monster Manual II pg.160
These beasts were originally bred by the
ancient giants to guard against quori
infiltrators and were given the ability to
wrench a possessing spirit out of its
host. Packs of this
ancient breed now roam
Xendrik, and many are
larger than their
ancestors. The modern
day source of nethersight
mastiffs is House
Vadalis, who bred them
for a much more
domestic reason.

Artificers of House Cannith, sick of raids


by ethereal filchers, asked the breeders of
Vadalis for a guard dog that could be
used against both corporeal and ethereal
problems. Several churches have also
requested a mastiff or two to help with
eliminating hauntings

Nimblewright
3.5 Monster Manual II pg.162
There is a tale that is spread throughout
Khorvaire of the origins of the
Nimblewright. Seventy-five years ago,
Merrix d'Cannith was closer to the
discovery of sentient constructs than
anyone realized.
Utilizing the schemas
found in Xen'drik he
fashioned a humansized construct for a
number of wealthy
nobles. Arming them
with a set of rapiers
and christening his
newest creations
"nimblewrights",
Merrix amazed his fellows with his
creations grace and intelligence.
However, despite this step forward, his
plans were flawed and the few
nimblewrights that had been created
rebelled against their owners. Most of
the 400 were destroyed, but many
survived what some call the "Nimble
Purge" and went into hiding. Today,
rumors persist of golden, swashbuckling
constructs leading warforged against the
breathing races in and around the
Mournlands. Truth is, that is all this
story is but sheer rumor. One
propagated by enemies of Merrix during
the Last War and building every since.
In truth a Nimblewright is the pinnacle
of Cannith construct technology. Jasden
irDelvenr, a long time rival of Merrix,
originally created them to serve as shock
67

troopers in the Last War, and after years


of research and development they were
scheduled to be mass-produced and sent
all over Khorvaire. Just before
production was set to begin, Merrix
D'Cannith created the first Warforged.
The Warforged provided all the benefits
that House Cannith had been looking for
in a construct soldier, with the added
bonus of being able to be repaired after
being rendered inoperative, as well as
being far, far cheaper to produce than the
Nimblewrights. This cost difference
made them the better choice and
Nimblewright production lines were
quickly retooled into the Warforged
Creation Forges, the existing
Nimblewrights reclassified as espionage
agents. This position change didnt see
much light however as most
Nimblewrights ended up sitting around
in Cannith warehouses for months before
finally being sold. The insult Jasden felt
led to him spreading the rumor of
Merrixs faulty plans and the uprising,
wanting to disconnect himself
completely from the origin of his
creations.
Most Nimblewrights utterly despise
Warforged, partly for stealing their
thunder in the Last War, but mostly for
what happened afterwards. When the
treaty of Thronehold was signed,
granting Warforged full rights as
citizens of the Five Nations, no such
concession was made for the mostly
forgotten Nimblewrights. As a result, a
Nimblewright has no legal rights or
recourse, and few are willing to admit to
owning something as dangerous as one.
Nowadays, most Nimblewrights are in
the service of various governmental
agencies, or individuals willing to keep a
spy around for their own purposes, and
can be found in all of the Five Nations.
Often though, a Nimblewright will
somehow arrange to become its own
property, either by dispatching its
68

current owner or using its Alter Self


spell-like ability to create a false
identity that arranges to buy the
Nimblewright in a clandestine deal.
There is even an urban legend in Sharn
about a wealthy businessman who ended
up deep in debt to an unscrupulous
creditor who revealed himself to be a
Nimblewright that was mistreated back
when he was owned by the businessman.
Nimblewright are still researched and
developed in the varying Cannith
laboratories, and recent advances in the
technology used to produce the creatures
have made them almost as cost-effective
as the Warforged were. Additionally,
there have been numerous eyewitness
accounts of Nimblewrights equipped
with nonstandard weaponry and armor,
the most famous one involving a
Crystalline Troll getting blasted into
dust and crystal shards by a
Nimblewright with a highly
experimental weapon concealed in its
forearm.

Nymph
3.5 Monster Manual pg.197
Nymphs are native
to the Faerie courts,
but are found on the
Material Plane
wherever a
manifest zone
exists. Like most
Fey, they distrust
the civilized races,
and usually only
allow Druids to
come close to them.

O
Ogre
4e Monster Manual pg.198
3.5 Monster Manual pg.198
Believed to be distant cousins to the
giants that once ruled Xen'drik, ancient
texts describe how they were enslaved
and brought from Khorvaire to serve as a
supplement to their elven labor force.
These beings have always been a savage
and violent race, one who is more then
capable of throwing
its weight around.
Many scholars believe
that the ogres are, in
actuality, descendents
of giants/orc prodigy.
Thousands of years
before the rise of the
giants empire, a
group had been
stranded on Khorvaire
after some mighty
storm. With little other options they
bred with the orcs and that mingling led
to the Ogre. Support from this can also
be found in the giant language, as the
word ogre is the basis for a dozen or so
similar words that translate into mutt.
Today, they can still be found mainly in
Khovaire, though sporadic tribes are
known to exist on Xendrik as well.

Ogre Mage (Oni Mage)


4e Monster Manual pg.201
3.5 Monster Manual pg.200
The Ogre Mage is one of the most
dangerous creatures native to Khorvaire.
They are rare, and usually found as

leaders of Ogre tribes. Ogre Magi are


considered a very intelligent race and as
the normal ogre, the origins of the Ogre
Mage actually can be traced to the
ancient empire of the giants. Text and
hieroglyphs dictate that
the giants experimented
on the ogres of Khorvaire
with magic. After
generations the race
breed true, even when
coupled with an ordinary
Ogre. The Ogre Mage of
Khorvaire only represents
a small percentage of the
native ogre populations
(maybe 5-10%), where as the Ogre Mage
of Xen'drik represents a much larger
percentage of the population when
compared to its Ogres (25-30%).

Otyugh
4e Monster Manual pg.211
3.5 Monster Manual pg.204
The Otyugh is another one of the natural
denizens of Xoriat that came to
Khorvaire. These creatures are disgusting
horrid beast that will devour anything,
and are commonly contaminated with
disease. Due to their origins the Daelkyr
have experimented on the creature
creating numerous different subspecies.
However, the most wretched breed, seems
to be the creation of the Dhakaani.
The Lifeleech Otyugh is believed to have
been created by Dhakaani wizardry and
have the innate ability to siphon off
magical healing.
They where sent
into waves of
Daelkyr to wound
and infect as
many as they
could before the
Dhakaani would
come to battle.

69

These Otyugh where very effective, so


much so that even minions of the
Daelkyr came to make use of them. The
most frightening thing of the Lifeleech is
that it appears as a normal Otyugh,
with no difference, so there is no way to
identify one until it is to late.

Owlbear
4e Monster Manual pg.212
3.5 Monster Manual pg.206

The Giant Owls origins


are an enigma, though it
is believed they are not a
natural occurring species.
Many theories have been
suggested, and sadly
seem valid, leading to
even more confusion. The
main theory has the
dragons creating the first
of the giant owls on
Argonessen, with the
giants learning to do the
same as their civilization grew. When
Vvaraak taught the orcs druidic magic,
they then learned how to awaken the
animals.

Owlbears exist around all of Eberron,


but most are found within Khorvaire.
Scholars theorize that the Owlbear's
origins date back to the days when the
goblinoids and orcs where just beginning
to rise up. The Owlbear was originally
found near what are now known as
manifestation zones. The zones in
particular that helped breed these beast
where linked with Xoriat. This can be
seen in the multitude of subspecies
within Khorvaire alone. At least 10
species exists, from the Pygmy Owlbear
of the Talenta Plains, to the flying
Firehide Owlbear of the
Demon Wastes, to the
strange and hideous
Vulrhaar'khraal of Dargun.
The most common owlbear
of course can be found in
the numerous woodlands
of Khorvaire, and even the
jungles of Xen'drik,
Aerenal, and Argonessen.

Eventually House Vadalis saw how easy


it was to train the Giant Owls, and
began their own breeding experiments,
creating a faster, hearty species. Known
today as the Dragonmarked Owl it is the
most commonly known Giant Owl in
Khorvaire. The Giant Snow Owl
inhabits the Frostfells, and Everice, and
has a unique breath weapon, which it
uses to stun its prey. The Nighteye Owl
of Xen'drik is one of the smallest of the
Giant Owls, but hunts at night, using
innate shadow magics to conceal its
precense. There are a multitude of other
species as well, many not so easily
qualified, but just as unique. Sadly, to
this date, no hard knowledge of them has
been verified so mysteries still abound.

Of all the species the


Vulrhaar'khraal is the strangest of the
breed, and lives in the Khraal of
Darguun. These creatures are renowned
for their foul temper and aggressiveness.
Unlike other Owlbears this one is
completely devoid of fur or feathers, and
is covered in a nasty green warty hide.
Its arms are incredibly long and have the
ability to extend furthers then what
would be first suggested when seen. It is
also unnaturally gaunt, and its ribs and
spine can be easily displayed on their
torso. Killing one of these creatures is
considered a badge of honor by the
goblinoids of Darguun, but the fear of its
territory natural and the vicious
tenacity is enough to keep many out.

Owl, Giant
3.5 Monster Manual pg.205

70

P
Pegasus
3.5 Monster Manual pg.206
The Pegasus is one of the most graceful
and beautiful creatures in all of Eberron.
Their flighty nature and high intelligence
enabled them to find shelter around the
world. Though their origins are shrouded
in myth, several stories exist about how
they came to be.
The most
common held
belief has the
pegasus
originating on
the continent of
Sarlona. Soon
after the birth of
dragons the same blood of Syberis that
birthed them also touched a small group
of beautiful white horses. The effect was
dramatic as wings sprouted from their
back, and a world not quite perceived by
their animal minds was now open to
them. From that day the Pegasus was
born and many, even scholars, believe
this to be the true origin.
There is another belief, one held closer by
those of faith than of scholarly aptitude.
It is said that during the rise of the
Dhakaani a great warrior arose to battle
one of the last powerful demons of the
age. The warrior fought hard, but found
that being earth bound prevented him
from administering the killing blow
time and time again as the demon
escaped to the skies to recover its
strength. He prayed for many days to
Balinor to grace him with a faithful
steed, one that could help him keep pace
with the horrible fiend. Hearing his
praise, Balinor rewarded the young

knight handsomely as a golden chariot


appeared drawn by a pair of beautiful
winged horses. With this gift he went
on to conquer the demon, driving it to
earth and imprisoning it behind the
walls of Khyber for all eternity. When
the battle was done, the once noble
knight, corrupted by his battle with the
fiend, hoped to keep his pair of loyal
steeds hoping to use their power to lift
him to heights as equal as that of the
gods. As they say pride commenth before
the fall and as he attempted to force the
beasts to take him to the heavenly
realms he was bucked from the chariot
and fell to his death. For faithful service
the two Pegasus were freed from their
bridles and let loose to roam the world,
which they helped protect.
In recent times claims have also arisen of
another breed of Pegasus, a demon-like
beast, which spreads fear in their wake.
Though never seen in the last thousand
years, writings have been discovered
detailing the wake of destruction that
followed them wherever they traveled.
Many believe some may still exist
within the Demon Wastes, but so far
none have been uncovered. Many believe
this a blessing, as the blight they could
bring to the land would be devastating.
On another note, House Vadalis has bred
a strange and unusual creature dubbed
the Alicorn. Not a nature beast of
nature, the creature is a cross between
Pegasi and Unicorns. It bares many traits
of both creatures including the head of a
unicorn, including its prodigious horn,
and the body of a Pegasus with an even
greater wingspan of about 2 feet on each
end. Many of the faithful see such a
creature as abhorrent and against nature
itself. In their minds, if Balinor wanted
such a thing to exist he would've made it
himself. There are some that have
argued that perhaps it was the will of the
god giving the inspiration to breed the
71

beast in the first place, but they are


quickly pushed aside as misguided or
weak in faith.

Phantom Fungus
3.5 Monster Manual pg.207
This elusive creature is widely feared by
commoners for its innate ability to
strike at targets and remain unseen.
Many adventurers have learned that
these semi-intelligent fungi are mostly
overrated, although still dangerous. Not
much is known about the creature as
they are constantly under the effects of
some supernatural
ability that causes
them to stay
invisible, even while
attacking. The
carcasses of the
beasts have been
studied however and
it seems that they are nothing more then
a strange fungal growth, no much
different than other life of its kind save
for its devastating defensive adaptation.
It is most commonly found in the realm
of Khyber, but any cave or dark sheltered
area of enough size is suitable for them
as well.

Phase Spider
3.5 Monster Manual pg.207
The Phase Spider is a large and
dangerous beast that inhabits the
hillsides of Sarlona and Khorvaire, as
well as the jungles of Xen'drik. These
creatures are highly evolved and
intelligent arachnids, patiently
following their prey for miles before
attempting to capture them. The
creatures came to Khorvaire with the
second wave of Sarlonan immigrants

72

and then to Xendrik on the many ships


of exploration. This ability to migrate on
the backs of others has made the Phase
Spider one of the most hated creatures
around, but little can be done to
challenge its progress.
It is known that the original breed of
Phase Spider comes from the hill country
of Sarlona, where they are a native
species. They are also the largest and
most dangerous of their kind, growing to
great size, almost twice that of an ogre.
It is claimed that over the years a subspecies called the Sarlonan Mindharrower
has developed its own unique powers to
aid in its hunts. This massive arachnid
is a solitary hunter, capable of bringing
down large and dangerous predators. It
is renown for its even greater
intelligence, and many claim that it can
even read your mind.
The Phase Spider of Khorvaire is smaller,
but just as dangerous, making up for its
size by sheer numbers. These Phase
Spiders are quite the nuisance, and have
now spread throughout Xen'drik. On
Khorvaire they are fairly uncommon, and
when found they are always in groups.
Solitary Phase
Spiders are
usually killed
with ease,
leading to their
pack mentality
but also serves as
a form of population control. The
Xen'drik Phase spider is very much like
the Khorvaire variety only differing
slightly in appearance. It is believed
that given time this may lead to a
completely new subspecies as it adapts
to its new environs.

Phasm
3.5 Monster Manual pg.208
The origin of the
Phasm is often
credited to the
Daelkyr. However,
some legends show
that the creation of
this race is actually
due to the influence of the Traveller. Once
there was a changeling who grew bored
of his limited natural gift for
transformation, and so began to pursue
other methods of changing his body. He
studied transmutation with the finest
sages of the era and took to nature to
understand the path of the druid, but
still he wasn't satisfied. In desperation,
he prayed to the Traveller that he might
know all forms, and the Traveller
granted his wish, but at the expense of
one single form that he might know as
his own. There is truth in the warnings
to beware the gifts of the Traveller.

Pseudodragons
4e Monster Manual pg.91
3.5 Monster Manual pg.210
The False Dragon as it also known as,
Pseudodragons are strange creatures.
Though rare outside of Argonessen, they
commonly inhabit the
oldest woods, the ancient
trees and winding growth
providing the shelter they
crave. Inhabiting every
continent their appearance
varies widely, but still
their similarities still
outnumber the differences. Only in
Argonessen will you actually discover
them in great numbers, some "flocks"
said to contain a hundred or more

members in their ranks.


These creatures are highly prized by
wizards for both companions and
experimentation. Many commoners
believe that the Psuedodragon is an
animal because it lacks the ability to
speak, however it is as intelligent as an
adult human and has quite a remarkable
ability to communicate using telepathy.

Purple Worm
4e Monster Manual pg.214
3.5 Monster Manual pg.211
In the ancient days when Eberron first
formed, the world was in chaos. The
blood of Syberis fell from the sky creating
the first dragons, and from the depths of
Khyber the first fiends appeared. In some
spots the flesh of Khyber bubbled forth
from beneath Eberron, and in some of
these spots the blood of Syberis mixed
with the flesh of Khyber.
This gave way to a festering
sore on Eberron, one filled
with great power, and it
intoxicated many creatures
transforming them into
horrible beast. Before the
Age of Fiends, was the Age
of Dragons, and the Purple
Worm dates back to this
age. Dragons and Fiends
alike slew the Purple
Worms, as they are one of the most
deadly creatures in all of Eberron. It is
said that they never die of old age, and
that at least one from the Age of
Dragons still lives. No subspecies or
other breeds are ever spoken of, but from
what has been noted Purple Worms do
take on the qualities of nearby
manifestation zones.

73

Revived Fossil

Remorhaz

These are the spawn of


necromancers from
Karrnath who wander into
the Talenta Plains to seek
corpses for their armies.
Some of which include the
dinosaurs of the plains.

3.5 Monster Manual pg.214


The Remorhaz is one of the behemoths of
the icy north and south. They even
inhabit some of the regions of northern
Khorvaire and
southern Xen'drik
and Argonessen. A
very rare creature, it
is the result of a red
and white dragon
mating and their
eggs resting in an
area containing
manifest zones to both Risia and Fernia.
Only one species is known to exist, but
it is rumored that the Brelish have had a
hand in the creation of a smaller
subspecies. The largest of these massive
insectile predators are found deep within
Frostfell and Everice. Stories of
Remorhaz as large as the oldest dragons
are not unusual in these areas.
Dragons consider the remorhaz an
abomination and will kill them on sight,
as they represent a corruption of the
nobility of dragonkind. As such, the
Lords of Dust would dearly love to know
how to create them, in order to taunt the
dragons further.

74

3.5 Libris Mortis pg.118

Roc
4e Monster Manual pg.220
3.5 Monster Manual pg.215
The rare and powerful Roc is considered a
majestic creature. Although their realm
varies widely, and they span the whole of
Eberron, Sarlona boast the largest
numbers of these beasts as at least half
of the population nestle within its
realms. Still, only a few thousand of
these creatures are known to exist, and
the sighting of one is considered a great
omen. Most of the time Rocs roost on the
coastlines, and range for miles, hunting
large game, such as whales. Oddly
enough there are many subspecies of the
creatures, all of which are able to breed
with one another. The most famous is
the rare Chaos Roc
of Xen'drik.
Sporadic sightings
of the creatures
have revealed their
existence though
only a handful of
these creatures are
believed to exist.

Roper
4e Monster Manual pg.222
3.5 Monster Manual pg.215
The Roper is commonly believed to have
been created by the Daelkyr, but this is
not the case. The Daelkyr did however
take an active hand in the creatures
development and have spawned two
subspecies. Nothing is truly known of
their origins, even in myth or legend,
making the creature truly an enigma.
The common Roper is an ambush
predator, and although it shows signs of
intelligence this can many times be
overridden by instinct. Although believed
to be a minion of the Daelkyr the
common Roper is just as likely to feed on
the Daelkyr's minions, as it is a lost
adventurer. This has led to a conflict
between the two, one that the Roper is
likely to lose if it escalates any further.
Two other known
subspecies are said to
exist, the Urophion and
the Prismatic Roper.
The rare Utopian is only
found near ruins or
encampments, held
specifically by Mind
Flayers, and is one of the
most dangerous and
intelligent species of
Ropers. They possess innate psychic
abilities, as well as the ability to suck
the strength from their victims. The
Urophion is a complete minion of the
Illithid, and only they possess the
breeding secrets to these creatures.
The Prismatic Roper it seems was breed
to be a better ambush predator, and more
easily controlled then the common Roper.
Like the Urophion the Prismatic Roper is
commonly found near Daelkyr enclaves,
although they have been noted in the
wilds of Khyber. These ropers have the

ability to change the color of their skin


and do not have the stalagmite shape of
common Ropers. This mesmeric ability
to change their color is usually how they
open up combat, for two purposes. One,
in the darkness the strange ability sheds
small colorful lights that are easily seen,
alerting other minions. The other is that
it has the ability to enchant its foes, so
that it may move in for the kill.

Rust Monster
4e Monster Manual pg.216
Rust Monsters are believed to have been
spawned from tiny metal tick-like
creatures that can be found in the
Shadow Marches. These metal-banded
creatures where commonly released
against the Dhakaani forces to
completely destroy their weapons and
armor. Hard to control even by the
Daelkyr, the creatures eventually turned
on their masters, their hunger for metal
overriding their obedience. They now
roam many regions of Khyber primarily
within mines and underground ruins,
commonly seeking out food and metal.
The Rust Monster can sustain on living
prey, but it seems that their life span is
actually extended by devouring ore. The
older and more well "fed" a Rust Monster
is the more metallic its hide gets, and
the larger they can grow. Some of the
largest and most ancient Rust Monsters
have been said to have hides that look
like rusted adamantine.
There are numerous
subspecies that dwell
on Eberron, but one
in particular is most
common on the lips
of its denizens, the
War Ruster. This
Rust Monster has been bred for combat
by House Vadalis for combat against
Warforged. They are far more dangerous
75

then common Rust Monsters, and look


very different. The spokesmen of House
Vadalis claims that he crossbred several
breeds of the creature to come up with
these results. Seeing little action in
combat, it seems that only the Reachers
ever purchased any for battle. These Rust
Monsters have 6-inch spikes that cover
their hide, as well as powerful mandibles
capable of tearing down a man in a
single bite. The creature also possesses a
breath weapon capable of corroding
metal rather then its usual antennae.
They are the nightmare of Warforged
armies, so much so that the only time
they came close to showing fear in battle
was when War Rusters were seen.

76

S
Satyr
4e Monster Manual pg.228
3.5 Monster Manual pg.219
Of all the fey that inhabit Thelanis, the
Satyr is one of the most oxymoronic
creatures to ever exist. Although free
spirited and possessing an uncanny
ability with dance and
music, Satyrs are in
fact the warriors of
their people. Their
physical capabilities far
surpass many fey
making them more than
qualified for the position
they have been put in. In fact many
Satyrs that die in battle do not merely
pass away into nothingness, instead
they ascend to a higher plane of existence,
their forms changing into that of
Cervidalls. Another strange thing about
the Satyrs is there, shall we say,
adaptability when it comes to producing
offspring. Their blood, not to mention
their natures, seem to be more than
capable of merging with most other
sentient life across the planes, a fact
that has produced a number of
interesting beings ranging from Halfelementals and Shadow Satyrs, to those
of the Half-fiend and Half-celestial type
as well. This aspect of Satyr mentality
seems to stem from their chaotic and
whimsical nature, but also by the
instinct to protect taking on an almost
paternal need to propagate. Satyrs are
one of the strangest creatures of
Eberron's history, and of all the races
that Satyrs appreciate and accept Orcs
seem to be at the top of their list. The
reasons for this is unclear, but then

neither are any of their motivations from


one moment to the next.

Sahuagin
4e Monster Manual pg.224
3.5 Monster Manual pg.217
In days of old, when the lesser races first
began to build their kingdoms the
Sahuagin did the same. Legends claim
their empire spanned all of the waters
surrounding Khorvaire and northern
Xen'drik, and evidence does show that
about the area of Shargons Teeth and as
well as the waters about
northern Xen'drik there did
indeed exist an empire of
some sort, one that predates
several of the other races,
including humans, by many
years. The ruins discovered
are dated from a time when
the giants held their dominion over the
land, within the last 300 years of their
reign. The exact date is unknown but
some cataclysmic event, possibly the one
that destroyed Xen'drik, also leveled this
underwater kingdom.
Still, it is unknown who actually ruled
this lost kingdom, as many doubt the
Sahuagin capable of that type of unity.
Exploration of the ruins have turned up
many images depicting a fish-like beast
a myriad of tentacles and three striking
eyes devoid of pupils. Though it is rare,
some Sahuagin attempt to hold true to
their ancient traditions worshiping this
unknown sea god and when examined
with a careful eye these ancient cults
bear many similarities to Cults of the
Dragon Below. Most Sahuagin have no
interest in this however and many
instead worship either the Fury or the
Mockery.

77

Sea Cat
3.5 Monster Manual pg.220
The majestic Sea Cat is a one of the
strangest creatures of Eberron. There are
several varieties known, but all of them
share similar characteristics. These
creatures migrate between
coastlines, and normal live
in small prides of five to
twelve members. They
commonly roam the
southern coast of Khorvaire,
and migrate to the Seren's
and Totem Beach, or as far
as the Kaparian Island of Xen'drik. They
are quite well known, and many have
learned to beware the territorial
predators.
In Stormreach and Q'barra, both with
large populations of Sea Cats, hold a
yearly hunt as the Sea Cats near their
shores. The rules vary from season to
season and place to place, but the one
who catches the largest Sea Cat is
usually the winner. Another rule that
seems to be the mainstay of the sport is
they may only be killed in the water,
which gives them quite the fighting
chance. The number of Sea Cat's caught
from these annual hunts is usually
enough to cover a season or two of the
delicacy. In summer and spring the hunt
is always held in Q'barra, where as
Stormreach holds its event in fall and
winter. Regardless both hunts give way
to great celebrations.
The Orcs of the Shadow Marches rarely
hunt them, and even then when given
the opportunity, they will choose an
already dead corpse as a prize instead of
facing a live cat. When they do hunt,
they never take more then two or three
adults a year, as more could put a strain
on the population, both the cats and
theirs. Finally, wariness is the orcs top
78

hunting technique as they always keep to


the land and if a seacat even makes it to
the water, they will give up chase.

Senmurv
3.5 Fiend Folio pg.149
The Senmurv of Eberron are more aloof
than those of other worlds mainly
because they feel their very beings are
tied to a greater purpose than most
species. Closely related to the Coautls,
they were created by Syberis at the same
time as the dragons
and fought both
them and their
feathered cousins
against the fiends.
They made up for
their relative weak
natures with sheer
numbers, throwing themselves into
battle with a vengeance. Sadly by the
end of the Age of Demons their numbers
had greatly dwindled and now they are
considered a bit rare to say the least.
Those senmurvs who remain tend to
spend their incredibly long lives
continuing their fight against the
fiends, though now in a more indirect
way by providing help to good aligned
adventurers and warriors of light. Some
senmurvs have also been known to
associate themselves with paladins
affiliated with the church of the silver
flame. Rumors tell of a great
concentration of senmurvs in Xen'drik's
inland, explorers sharing stories of being
saved from rogue giants and drows by
strange, multi-colored, winged wolves.
Argonessen has a small but prosperous
senmurv population who usually live
under the protection of a good dragon.
Another breed also exists as a sad
mockery of their kinder cousins. The

Siurvshis of Frostfell are an evil and


corrupt breed created from a sheer desire
for revenge by a fiend from long ago.
This dark creature, after seeing his forces
destroyed because of the Senmurvs
intervention, set out to create a predator
whose sole purpose was to hunt their
noble cousins. The Siurvshis however,
true to the evil and selfish nature of their
creation had other plans and fled to
Frostfell where they live only to hunt and
kill. Siurvshis look like Senmurvs except
for the pure white hue of their fur and
their intimidating eyes, which glare
with a cold blue in color.

Shadows
3.5 Monster Manual pg.221
Shadows are one of the foulest of undead,
and considered the greatest banes to the
Church of the Soveriegn Host. Legend
states that these dark
creatures were spawned from
the Shadow of Aureon itself.
The Shadow, though
powerful, had no way to give
these stillborn nightmares
any form of life, so turned to
the Keeper for aid. The Keeper
is said to carry the souls of
the dead and provided free access to them
by the Shadow as essence to awaken his
creations.
The Church of the Silver Flame has a bit
of a different opinion. They claim that
the Shadows where spawned from fiends
who have long been imprisoned within
Khyber. That they used their tainted
spirit to corrupt others, even from their
imprisonment.
The followers of the Path of Light have
their own beliefs, but they commonly
refuse to comment on such things.
However one cleric, whose name needn't
be mentioned, did cryptically state,

"Shadows are but a figment of a


nightmare come to Eberron." What the
cleric meant by this is unknown, but it
seems to fit the Il-Yanah typical
proverbs.

Shambling Mound
4e Monster Manual pg.232
3.5 Monster Manual pg.222
These hideous plants seem to be the
creation of druids who have lost their
way and become completely mad.
History documents the first and oldest
Shambling Mound was
created by an Orc Druid
who his sanity while
battling the Daelkyr.
This story is a common
one and repeated time
and time again as more
stories of shambler
creation are discovered.
Years later, in Sarlona,
thousands of years before
Lhazaar led people to Khorvaire, it is
said that a human druid, again driven a
madness of paranoia this time, created
Shambling Mounds to protect sacred
areas of a great forest. In Xen'drik the
creature seems to have actually been
created by a renegade group of drow long
ago. Again, the legend states that the
druid responsible driven mad by their
desire to protect the woodlands.
Whether true or not the Shambling
Mound remains to this day, stalking the
wilds where they live and grow.

Shield Guardian
4e Monster Manual pg.149
3.5 Monster Manual pg.223
Before there where warforged, their were
Shield Guardians. Though common less
than a hundred years ago, today they are
79

considered an antiquity from a bygone


era, albeit a powerful one. Since the
signing of the Treaty of Thronehold,
which outlawed the ownership of
warforged, some nobles
have turned back to
guardians for menial and
protective services.
Recently a new form of
Shield Guardian has
begun to appear at the
side of Riedran Nobles.
These Guardians are
much different then their
ancient predecessors and
make use psionics rather then magic. It
is also rumored that such beings are
actually alive and bound with a strange
ancient magic called Incarnum. Lady
Iashtara, a Riedran Noble, actually has
two such guardians, both of which are
said to be able to read peoples minds on
command.

Shocker Lizard
3.5 Monster Manual pg.224
Native to many areas of Eberron
including southern Khorvaire, Aerenal,
Argonessen, and Xen'drik; it is unknown
who specifically created them, though
links have been theorized between they
and both dragons and giants. Long ago
the Shocker Lizard was nothing more
then a mundane reptile similar to that
of a gecko or salamander. Experiments
performed on them by either of the two
species magically altered them with
rather dramatic results. No only did it
gift them with the abilities they show
today but also with an innate
adaptability when experiencing the
effects of nearby manifest zones. This
has led to a handful of unique subspecies
that a scattered throughout the realms.
One such species, the largest its kind,
80

can be found in both the Shadow


Marches and Q'barra. Not surprisingly
they have developed into dangerous
predators who can reach a size of about
twelve feet in length. Commonly
encountered in packs of three to five
members, they have been dubbed
lightning lizards for the power jolt of
electricity they can deal to any who they
deem prey.
Commonly found in either the wilds of
Argonessn or among ancient ruins
within Xendrik, another breed of lizard
has demonstrated the uncanny ability to
absorb magic. This capability allows
them to enhance their normal electrical
abilities to very dangerous levels making
them one of the more deceptively
dangerous creatures in either location.
The only seeming difference between the
two appears to be the chameleon like
ability of the type that hails from
Xendrik. By altering the color and shade
of its pigment it can blend successfully
into the jungle like environments,
making it an even more formable threat.
Last but not least,
the Platinum
Shocker is the rarest
of the breeds. Found
only in Aerenal, it
seems to have taken
on the traits of the
manifestation zones
of that area. This Shocker Lizard is the
smallest subspecies, never growing more
then 2-3 feet in length, the average
specimen no more than a foot and a half
long. They are positively one of the most
unique creatures in all of Eberron. Unlike
normal Shocker Lizards who use
electricity to bring down their prey, the
Platinum Shocker Lizard uses a bolt of
Positive Energy, literally overloading
already healthy systems with an
overwhelming surge. This has made the
creature very valuable and both House
Vadalis and Jorasco have placed bounties

on live specimens. Removal of the


Platinum Shocker Lizard is been deemed
forbidden however, and only a handful of
the creatures have made it off of the
subcontinent. The creature gets its name
from its platinum colored scales, and the
males usually have golden stripes and
crests.

Skum
3.5 Monster Manual pg.228
Long ago many Sahaugin where under
the rule of ancient beings, known as
Aboleths. When the empire of the
Aboleths fell they dragged many of their
minions with them to the
depths. Within Khybers
numerous underground
lakes, streams, and seas the
Aboleth built a new empire.
Some encountered the
Locathah, and over the
years, many others the
Kou-toa. Soon after it
was decided that they would begin a
specialized interbreeding program
between the two other species and the
Skum was born. Through the program,
which included magical manipulation of
their being, this new race was created as
an elite warrior caste, loyal to only their
Aboleth creators. Still, they are a rare
sight, as though successful, the program
could not guarantee a large population.
Skum are usually sent out as slavers,
their brutal nature making them an ill
fit with other slaves of the empire;
better to put them in a position of
power instead. The nature of their
creations makes the Skum quiet mutable
on a species level and can display
mutations similar to that of the
Sahuagin. Also, proximity to a
manifest zone seems to affect their
development as well, but in very
unpredictable ways.

Spawn of Kyuss
3.5 Monster Manual pg.186
The greatest creations of
the Necromancer known as
Kyuss, these monsters can
be found in whatever area
he has spent any prolonged
period. Kyuss supposedly
knows the location of each
one of these creatures, and
though some otherworldly
connection can perceive
what it does at any given moment
Because of this he largely uses them to
keep tabs on the Avolakia, who refrain
from eating them out of sheer reverence
for Kyuss.

Spectre (Specter)
4e Monster Manual pg.244
3.5 Monster Manual pg.232
Spectres can be found within areas where
a great catastrophe has occurred, such as
conflagrations, floods, and the numerous
military ransackings of
the Last War; the most
prolific location being
the Mournlands. Most
spectres begin their
existence as normal
ghosts, but are
gradually strengthened and warped by
the negative, hateful energies that
permeate these areas. Visually they bear
little to no difference with a normal
ghost, a fact that has brought more than
one adventurer to its knees.

81

Spell Weaver
3.5 Monster Manual pg.187
Though the Spell Weaver's natural
habitat is unknown, they can be counted
to congregate anywhere there is an
abundance of magical.
Multiple theories persist
about their origins, from
them being natives of
Kythri, to some distant
cousin of the Illithid or
even being an actual
native of one of Eberron's
moons. Since Spell
Weavers are incapable of
communicating vocally,
and most Psions that
attempted to make
telepathic contact described the
experience as "Having a really bad
toothache in your brain", the only way to
find anything about them is through
their written language. Samples that
have been translated seem to support the
theory concerning theyre being from
Kythri as well as one of which states
they were created by the Daelkyr, a fact
that is not surprising considering their
insane complexity. The language, much
like them, displays a complex depth that
rivals most mathematical theories. It
consists of anywhere from several
thousand to several hundred thousand
characters, each of which has multiple
meanings as well as grammatical
significance. This likely explains why
the few notes written by Spell Weavers
in common languages are very rambling
and completely disjointed.
The Spell Weavers are of interest to
almost all the institutes of magical
learning, mostly due to the chromatic
disks they carry. These disks act as
potent magical batteries, capable of
storing enough magical energy to power
a low-level wizard's full daily
82

complement of spells and requiring no


input of energy to recharge. If the secrets
behind the creation and operation of
these disks are revealed, there is no
telling what sort of magical devices
could become available, if not
commonplace.

Sphinx
4e Monster Manual pg.232
3.5 Monster Manual pg.245
The Sphinx, though a very ancient race,
is not in fact a natural one. They were
created long ago, by the Dragons to serve
as guardians and protectors of their
gravesites and memorials. Because of the
variety of hands involved in their
creation, there are a good number of
divergent species that have existed of the
centuries. Sadly, as only one form truly
has the ability to bear children, most
have begun to die out
if not complete become
extinct. The common
species have
surprisingly settled
down to pretty stable
population, and there
seems to be no fear of
their survival at the
Picture shown is a Gynosphinx
moment. It is claimed
however that the giants have also took a
hand in further augmenting this race in
the past, creating even more subspecies.
Today many Sphinx have taken to the
winds going where they wish, and only a
few even remember their original
purpose. They tend to reside and lair in
the numerous deserts of Eberron, the
more secluded the better. An interesting
quirk they have displayed involves an
almost flighty nature. Though they may
reside in one place for a prolonged period
of time, it is not unheard of for a Sphinx

to suddenly without warning travel


great distances just to find something
intriguing to pique their interest.

Spider Eaters
3.5 Monster Manual pg.234
Spider Eaters are a strange insectile
predator that inhabits the
lush rainforests of Xen'drik.
There are a handful of
different subspecies, but
many of them share the
same characteristics, so are
not worth noting. The
Spider Eaters appear to be
the creation of the Giants,
dating from a time before
the destruction of their empire. It seems
that the deeper one delves into the
regions of Xen'drik the larger more
powerful varieties of Spider Eaters exist.
Little is known about them but rumors
do exist of a unique breed that has
developed in the depths of Khyber.
Commonly known as the Phantom
Spider Eaters, they are extremely rare
and possess strange abilities that are
unique and very dangerous. The creature
gets its name from its pale blue
exoskeleton.

Stirge
4e Monster Manual pg.248
3.5 Monster Manual pg.236
The Stirge has been a bane on Eberron
since the dawn of time. Commonly
referred to as Mosquito Dragons, these
creatures are at the very least a nuisance
and at their worst a true threat. Found
in virtually any climate, they are native
to every continent including Frostfell.
Like several other creatures, the Stirge is
a highly mutable species, commonly

taking on characteristics of any nearby


manifestation zones, which in turn has
led to numerous subspecies. These
offshoots vary widely, from the massive
Goliath Stirge of Sarlona, to the filth
covered Rajah Stirge of the Demon
Wastes each possessing specialized
abilities that have allowed it to survive
effectively in their environments.
The Goliath Stirge of Sarlona is easily
the size of a full grown human, almost
six feet in height, and is a solitary
hunter. It usually confines its hunting
choices to lesser prey, such as wild
animals, but attacks on humans are not
uncommon. Little is known about this
Stirge, and the only documented
specimen is currently stuffed and in
possession of the lord of New Galifar,
prominently displayed in
his trophy chambers.
The Rajah Stirge of the
Demon Waste is the
largest of its subspecies
and is known for its
deadly swarms, though
more aptly described as flocks because of
their immense size. Unlike other Stirge
they commonly attack even dead prey,
eating whatever liquefied remains have
formed from their encounter. The name
Rajah Stirge is deceptive however as it
bears not relation to the fiends in any
way. The title is actually a joke made by
orc tribesmen that live within the
region.
The most unusual breed so far
encountered is known as the Wayfinder's
Stirge. Both land and sea dwellers,
they inhabit the coastal rim of the
Frostfell and primarily feed on fish and
aquatic mammals. Because they breathe
air they spend much of the time on land
or within the shallows hunting in large
packs. Their wings are in flippers and
each of their legs end in short ill formed
feet, more suitable for swimming than
83

walking. Really the most odd in


appearance, their coloration, flipper like
wings, and large extended proboscis
make them bear an uncanny resemblance
to penguin.

84

T
Tendriculos
3.5 Monster Manual pg.241
The Tendriculous originated in the
Eldeen Reaches, created by Unseelie fey
who needed something to keep humans
and other mortal creatures out of the
Twilight Demesne. The
creatures have since
spread to wherever
they're needed
throughout the realms,
but an Eldeen-native
subspecies has developed
from the original strain.
These creatures, called
Flowering Reapers", are
numerous but rarely seen as they are able
to disguise themselves as a glade of
flowers. This camouflage allows them to
suddenly lurch up out of the ground when
non-fey come within range, revealing
the creature's main body, 4 vines, and a
mouth capable of swallowing a
Warforged Titan whole.

Treant
4e Monster Manual pg.251
3.5 Monster Manual pg.223
Though the first Treants are said to have
been inhabitants of Thalenis, it is also
believed that many of them actually
came into being near manifestation
zones as well. Dating from the Age of
Dragons, Treants are
secretive lot and tend to
keep to themselves.
Although many
subspecies exist, they all
share similar

characteristics. One of the strangest


ability is their druidic power to awaken
creatures, including plants. Many
consider awakened trees to be just
another origin of Treants, mostly
because they share so many similarities.
Oalain, the best-known example of
awakened trees, is commonly confused
with being a Treant. The truth is,
though he is considered the oldest and
possibly the most powerful of all the
Treants on Eberron, there do exist ones of
greater stature. Most make their homes
in Thelanis but some exist on Khorvaire
as well. These ancient beings usually
inhabit the most reclusive forests and
areas, rarely communicating with
anyone. Eldeen is believed to have the
largest population of Treants, but
because of their ability to blend in with
their surroundings there is little to back
this.

Troglodyte
4e Monster Manual pg.252
3.5 Monster Manual pg.246
Troglodytes can be found all across
Khorvaire as well as below in the realm
of Khyber. They are believed to be the
descendants of Lizardfolk who fled the
wrath of the Dhakaani and Orc nations.
They are renowned hunters and live in
tribal like communities,
many of which actually band
together with local Kobold
tribes. The Troglodytes have
developed a unique ability to
drive off or sicken their prey
with a strong musky scent.
This ability is very handy,
and is one of the few things
that has kept them from
destruction. Few creatures
are even willing to prey on
them, only turning to them
when other food has been
driven out.
85

A small tribe of Troglodytes is said to


actually hide beneath Sharaat (Sharn),
using its tunnels and sewers as a means
of travel. These Troglodytes are believed
to be descendents of slave stock, and they
are one of the most dangerous tribes in
Khorvaire. They appear to worship a
strange goddess of Disease, Plagues, and
Undeath. It is unknown if this is some
new religion or some sort of twisted
Blood of Vol philosophy.

Tsochar
3.5 Lords of Madness pg.121
An official ecology was written by Keith
Baker and can be viewed at this link.
http://www.wizards.com/default.asp?
x dnd/ebee/20050704a

86

V
Vargouille
3.5 Monster Manual pg.254
These creatures are native to many
planar realms, including Eberron.
Debates on their origins
have continued for
centuries, and will
probably always remain
a mystery. Current
theories propose these
planar nightmares to be
native to Shavarath,
where they can be found
wandering the
battlefields for wounded victims.
However another line of thought has
them being the creation of the Dragons,
or at least tied to them in some way
shape or form. Deep within Khyber they
tend to inhabit only regions where
powerful beings have been imprisoned for
thousands of years. It is believed that
the Vargouille actually feeds on the
imprisoned life force of such beings,
constantly keeping them at a weakened
state. They are considered a necessary
bane and seem to have unique properties
when it comes to imprisonment magic.
Spells and rituals for imprisoning or
binding creatures using Vargouille
components are thought to be more
potent then any others.

87

W
Wight
4e Monster Manual pg.262
3.5 Monster Manual pg.255
Throughout history death cults have
existed usually hiding in the shadows of
whatever culture they where spawned
from. The ancient death cults of the
Keeper from ancient
Sarlona spawned this
undead, which are
notoriously viscous, evil,
and cunning. Although
other races can become
Wights, the majority of
them are birthed from
fallen humans. No one is
sure exactly how the
first Wights where
created, but it is
assumed that they are the next step in
ghoul "evolution", so to speak. Unlike
most undead, many detest the Blood of
Vol and other death cults; they prefer to
do as they wish without regards to
what others think. Wights hold a
special place in the fears of men, as it
was from them by which the first rose.
Today ruins in ancient Sarlona, are said
to have some of the most ancient
Wights in the world. Riedran
ambassadors deny the sheer existence of
such ruins, believing there to be no true
threat.

Will-o'-Wisp
3.5 Monster Manual pg.255
The Will-o-Wisp is just one of the
many and numerous strange creatures
spawned by regions such as the
88

Mournlands. It is unknown what the


exact process was involved in their birth,
but many have learned to beware the
strange lights that drift through the
blight filled land. Will-o'-Wisp are not
just restricted to there however as claims
of adventurers have them existing in
regions such as Khyber. Where ever they
are found however, their origins are the
same and many believe
that it is the mixture of
unruly types of both divine
and arcane magics that
bring them into being, but
no real evidence has been
found to support this. The
only other known location
these creatures inhabit on
the continent of Khorvaire is the Shadow
Marches. The creatures found there
however all seem to be nocturnal and are
believed to float up from the bottom of
underground caverns.

Winter Wolf
3.5 Monster Manual pg.256
The Winter Wolf is strange in that two
species are known to exist, but evidence
suggests that neither one is truly related
to the other. The smaller more common
variety of Winter Wolf inhabits the
most northern and southern regions of
Eberron, excluding the Frostfell. These
wolves live in to the natural order of
Eberron, hibernating the warmer
months, and becoming active in the
colder less hospitable times. These wolves
are fearsome and capable hunters, usually
killing any prey that
comes within their
feeding time, and
without hesitations.
The Frostfell Winter
Wolf is a different
story, these creatures

are active year round, and are much


larger then the more common variety. To
make matters worse these creatures
possess more cold oriented capabilities
then the common winter wolves. They
are some of the most fearsome hunters in
all of Eberron, roaming in packs of up to
12 members, each one almost the size of a
horse, even the young are the size of a full
grown common Winter Wolf. It is
further believed they are actually related
to worg of that region, adapted to life in
the frozen areas to the point where it has
begun to take on the nature of the
landscape, including possible influence by
the areas manifest zone. What little is
known of the creature comes from Lord
Boroman Ir'Dayne's expedition to
Frostfell, as well as the only specimen
found outside of the area, which can
usually located at the Wayfinder
Foundation head office, but does tend to
follow Boroman on his travels. The
surviving members of Boroman's
expedition refuse to talk about the
specifics of what happened that would
make a Winter Wolf leave it's habitat,
the most common rumor is that the
creature pledged its loyalty to Boroman
after he managed to slay several large
specimens by himself.

variety. Inspired have actually begun to


purchase Khorvaire Worg for the purpose
of breeding them as beast of war.
In Khorvaire, Worgs were bred by Orcs
who used them as hunting dogs, and
beast of war, to take down their prey
and foes. The three species of Khorvaire
Worg, commonly known as the Orc
Hound, all come from these hounds, even
the now died out Sarlonan Worg was a
descendent of this species.
The Frostfell Worg is actually a halfbreed, it seems that long ago these
creatures bred with Blink Dogs that also
lived on their continent. This subspecies
is actually one of the most dangerous; as
it has developed an innate blur ability, a
very potent trick in the white landscape
of the winterland.
In Xen'drik the Mhax'un'rhor Worgs are
some of the largest and most dangerous
creatures. It seems that the giants of old
experimented on them, giving them
strange powers, and unlike other Worgs
these creatures are covered in hard
reptilian scales.

Worg
4e Monster Manual pg.265
3.5 Monster Manual pg.256
The worg is a mutation of the wolf
species, and their kind can be found
across the whole of
Eberron. Many
breeds of the
creatures exist,
but the common
Worg has
developed on every
continent. These
mutations have
mostly died out, including the Sarlonan
89

Y
Yrthak
3.5 Monster Manual pg.262
The Yrthak is a naturally developing
species that only inhabits the realm of
Xen'drik. The main species is referred to
as the Highland Yrthak but there are a
few subspecies as well. One other known
species is the Lowland Yrthak, which is
very small compared to its older cousin.
The Lowland or Dwarf Yrthak, inhabits
the wild jungles and valleys of Xen'drik
and possesses a great ability to
maneuver within the canopy of the trees.
They are known for the strange patterns
of green and black that cover their body,
hiding them even in flight from most
prey or predators.

90

APPEDNIX A
Index
A
Abeil 4
Aboleths 4, 51, 81
Allip 4
Anaxim 5
Angel of Decay 5
Ankheg 5, 6
Aranea 6
Ash Rats 6, 7
Asperi 7
Assassin Vine 7, 8
Athach 8
Avolakia 9, 81

Darkmantle 22
Deathbringer 22
Delver 23
Derro 23, 29
Desmodu 24
Destrachan 24
Digester 25
Displacer Beast 25
Doppelganger 25
Dragon Turtle 27
Dragonne 27
Dragons, Gem 26
Dread Guard 28
Dryad 28
Duergar 28, 29
Durzagon 29

E
Eagle, Giant 30
Entropic Reaper 30
Ettercap 31
Ettin 32

Banshee 10, 19
Basilisk 10, 11, 35
Behir 11, 12
Beholder 11
Blaspheme 12
Blink Dog 12, 13, 89
Blood Ape 13
Boggle 13
Bogun 14
Bone Naga 14
Bone Ooze 15
Brain in a Jar 15
Braxat 15, 16
Bulette 16

Galeb Duhr 37
Gargoyle 37
Ghouls 33, 38
Gibbering Mouther 38
Girallon 38
Gnolls & Flinds 39
Gorgon 40
Gray Render 40, 41
Greenvise 41
Grell 41
Grick 41, 42
Griffon 42, 45
Grimalkin 42
Grimlock 43

Carrion Crawler 17
Catoblepas 17
Chimera 18
Chuul 18, 19
Cloaked Ape 19
Cloaker 19
Clockwork Horror 20
Cockatrice 20
Corollax 21
Crimson Death 21

Famine Spirit 33
Felldrakes 33
Fiendwurm 33
Fihyr 34
Firbolg 34
Fire Bat 34
Flumph 35
Frost Salamander 35
Frost Worm 36

D
Dark Tentacles 22

91

H
Hags 44
Half Farspawn 44
Half Vampire 44
Harpy 44, 45
Hellfire Wyrm 45
Hippogriff 45
Hook Horrors 46
Hydra 46

I
Illithidae 48
Immoth 48
Ixitxachitl 48

J
Jahi 49
Jermlaine 49, 50
Juggernaut 50
Julajimus 50

Moonrats 62
Morkoth 63
Mudmaw 63
Mummy 64
Myconid 64

N
Naga 14, 65
Needlefolk 66
Neogi 67
Nethersight Mastiff 67
Nimblewright 67, 68
Nymph 68

O
Ogre 69
Ogre Mage (Oni Mage) 69
Otyugh 69
Owl, Giant 70
Owlbear 70

P
K
Kopru 51
Kraken 51
Krenshar 51, 52
Kuo-toa 52

Pegasus 71
Phantom Fungus 72
Phase Spider 72
Phasm 73
Pseudodragons 73
Purple Worm 73

Lamia 54
Lammasu 54
Leechwalker 54
Living Holocaust 55
Locathah 52, 56, 81

Remorhaz 74
Revived Fossil 74
Roc 74
Roper 75
Rust Monster 75

Manticore 57
Marrashi 57
Maug 58
Medusa 20, 58
Meenlock 58, 59
Megalodon 59
Merfolk 59
Mimic 59, 60
Mindflayer 60
Minotaur 60, 61
Mohrg 61, 62

Sahaugin 81
Satyr 77
Sea Cat 78
Senmurv 78, 79
Shadows 20, 79
Shambling Mound 79
Shield Guardian 79, 80
Shocker Lizard 35, 80
Skum 81
Spawn of Kyuss 81
Spectre (Specter) 81

92

Spell Weaver 82
Sphinx 82
Spider Eaters 83
Stirge 83

T
Tendriculous 85
Treant 85
Troglodyte 85
Tsochar 86

V
Vargouille 87

W
Wight 88
Will-o'-Wisp 88
Winter Wolf 43, 88
Worg 89

Y
Yrthak 90

93

APPENDIX B
Credits
Dragonlover Abeil, Boggle, Bogun,
Bone Naga, Braxat, Cloaked Ape,
Crimson Death, Deathbringer, Famine
Spirit, Fiendwurm, Fihyr, Fomorian,
Hellfire Wyrms, Jahi, Jermlaine,
Juggernaut, Kopru, Krenshar,
Nethersight Mastiff

DragoonDarkfire Angel of Decay,


Blaspheme, Brain in a Jar, Entropic
Reaper, Half-Farspawn, Half-Vampire,
Illithidae

Flamedrake Assassin Vine (Giant


Strangler)

Lord Yy Anaxim, Avolakia, Boggle,

Bone Ooze, Darktentacles, Famine


Spirit, Grimalkin, Grizzly Mastadon,
Jermlaine, Leechwalker, Maug,
Megalodan, Moonrats, Myconid,
Needlefolk, Nimblewright, Nymph,
Spawn of Kryuss, Spectre, Spell Weaver,
Tendriculous, Winter Wolf

Mephit James Hook Horrors,


Ixitxachitl, Jermlaine, Julalimus,
Leechwalker

Rechan Aranea, Blink Dog, Chimera,


Cockatrice, Dryad, Mohrg

Ront Iron-Roar Living


Holocaust

SSj3goblin Senmurv
Twelvedrunkenmonke yz Allip,
Ankheg, Aranea, Ash Rats, Asperi,
Assassin Vine, Athach, Automotons,
Avolakia, Banshee, Basilisk, Behir,

94

Blood Ape, Blink Dog, Bogun, Braxat,


Bulette, Catoblepas, Carrion Crawler,
Chimera, Chuul, Cloaked Ape, Cloaker,
Clockwork Horror, Cockatrice, Corollax,
Darkmantle, Deathbringer, Delver Derro,
Desmondo, Destrachan, Digester,
Displacer Beast, Doppelganger
(Ethereal), Dragon (Gem), Dragon
Turtle, Dragonne, Dread Guard, Dryad,
Duegar, Eagle (Giant), Durzagon,
Ethereal, Ettercap, Ettin, Fell Drakes,
Filcher, Firbolg, Fire Bat, Fomorian,
Frost Salamander, Frostworm, Galeb
Dur, Gargoyle, Ghouls & Ghasts,
Gibbering Mouther, Girallon, Gnolls &
Fiends, Gorgon, Gray Render, Greenvise,
Grick, Griffon, Grimlock, Grizzly
Mastodon, Hags, Harpys, Hellfire Wyrm,
Hippogriff, Hook Horror, Hydra, Immoth,
Jahi, Kraken, Krenshar, Kua-Toa,
Lamia, Lammasu, Linnorm, Locathah,
Manticore, Marrash, Meenlock, Merfolk,
Mimic, Minotaur, Mohrg, Morkoth, Mud
Maw, Mummy, Naga, Needlefolk, Ogre,
Ogre Mage, Otyugh, Owl (Giant),
Owlbear, Pegasus, Phantom Fungus,
Phase Spider, Phasm, Pseudodragons,
Purple Worm, Remorhaz, Roc, Roper,
Rust Monster, Sahuagin, Satyr, Seacat,
Shadows, Shambling Mound, Shield
Guardian, Shocker Lizard, Skum,
Sphinx, Spider Eaters, Strige, Treant,
Troglodyte, Vargouille, Wight, Will-oWisp, Winter Wolf, Worg, Yrthak

Warforge d Goblin Marrishi,


Nimblewright

Dulsi - Flumph

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