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Eberron Ecologies PDF
Eberron Ecologies PDF
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
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
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
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
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
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
Asperi
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
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.
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.
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
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
Beholder
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
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
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
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
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
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
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
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
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.
16
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
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.
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
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.
Cloaked Ape
Cloaker
3.5 Monster Manual pg.36
3.5 Lords of Madness pg.142
Clockwork Horror
Cockatrice
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
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
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
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
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
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
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
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
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
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.
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
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
Ettercap
4e Monster Manual pg.107
3.5 Monster Manual pg.106
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
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
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
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
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
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
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
Gibbering Mouther
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
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
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
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
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
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
Grimlock
Grizzly Mastodon
3.5 Monster Manual II pg.123
Half Vampire
Hags
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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
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
Mimic
3.5 Monster Manual pg.186
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
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
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
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,
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.
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
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.
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
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.
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
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.
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
Owlbear
4e Monster Manual pg.212
3.5 Monster Manual pg.206
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
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
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
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
74
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
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
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
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
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
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,
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
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
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
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
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
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
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
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
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
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
SSj3goblin Senmurv
Twelvedrunkenmonke yz Allip,
Ankheg, Aranea, Ash Rats, Asperi,
Assassin Vine, Athach, Automotons,
Avolakia, Banshee, Basilisk, Behir,
94
Dulsi - Flumph