Law's Eberron Monsters

law

First Post
Well I think it might be a good idea just to put them all in one thread. So this is that thread. Ill have them by CR.

Template
  • Eximus
CR 5
  • Spark elemental
CR 6
  • Sharn Shadow Spider
CR 7
  • Shavarath Mother
CR 13
  • Stone Shard Drake

CR 17
  • Ses’Rin
CR 18
 
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Sharn Shadow Spider
Small Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft., climb 20 ft.
AC: 18 (+5 Dex, +1 size, +2 natural), touch 16, flat-footed 13
Base Attack/Grapple: +6/+2
Attack: Bite +12 1d4 plus paralysis plus poison
Full Attack: Bite +12 1d4 plus paralysis plus poison
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, Poison
Special Qualities: Darkvision 60 ft., DR 5/magic, low-light vision, Shadow Blend, Shadow Walk, SR 17
Saves: Fort +9, Ref +10, Will +4
Abilities: Str 11, Dex 21, Con 18, Int 5, Wis 14, Cha 10
Skills: Climb +5, Hide +13*
Feats: Ability Focus (Paralysis), Ability Focus (Poison), Improved Initiative, Weapon Finesse (B )
Environment: City of Sharn
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: 7-10 HD (Small), 11-15 HD (Medium)
Level Adjustment: -

This creature resembles a small monstrous spider, except with longer legs, a larger head and stark black markings with gray high lights over the legs and back. Its eight eyes are golden-white.

Sharn shadow spiders have always been in the city of sharn as far as people know. The fact that they only live in this one city kind of sets them as a spider that lives in such a place. Its not known when they came to be, but scalars have recordings of these spiders from the time when humans started building up the city of sharn into its current form.

The sharn shadow spider is a cunning ambush hunter using the large amount of shadows that are in the lower parts of the city of sharn to hide. They don’t commonly live in the higher parts of the city from lack of large shadows, so many of the people don’t even know that these spiders live in there city as they move from level to level. Little do they know that they could be the next meal for this small dog-sized spider.

Every now and then, someone will go missing usually in the lower city so no one notices that one person is no longer there. Every now and then, someone with a big name goes down to the lower city and falls victim to the spider. When such a thing happens the city guard offers a good amount of money to people that are willing to hunt the spiders (if the city guard know it was a sharn shadow spider that killed the person).

Sharn shadow spiders can understand Common and Goblin.

Combat
Sharn shadow spiders attack with there bite attack. Commonly attacking one target at a time in hopes of killing it then running up the walls or jumping to the plane of shadow for the meal it earned before it is killed.
Paralysis (Ex): A sharn shadow spider’s teeth are coated with a clear paralyzing fluid. Any creature hit by its bite attack must make a successful Fortitude save (DC 19) or be paralyzed for 3 rounds. The save DC is Constitution-based and includes the +2 bonus from the Ability Focus feat.
Poison (Ex): Injury, Fortitude DC 19, initial damage and secondary damage 1d3 Dex. The save DC is Constitution-based and includes the +2 bonus from the Ability Focus feat.
Shadow Blend (Su): In any condition of illumination other than full daylight, a sharn shadow spider can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Shadow Walk (Sp): At will, a sharn shadow spider can use shadow walk (caster level 5th; Will save DC 17, the save DC is Charisma based).
Skills: *A sharn shadow spider gets a +20 circumstance bonus on Hide checks when in shadows.
 
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Eximus Clawfoot
Medium Animal
Hit Dice: 2d8+9 (18 HP)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/+5
Attack: Talons +5 melee (2d6+4)
Full Attack: Talons +5 melee (2d6+4) and 2 foreclaws +0 melee (1d4+2) and bite +0 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Fast healing 2, low-light vision, scent
Saves: Fort +6, Ref +7, Will +1
Abilities: Str 19, Dex 19, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +13, Jump +21, Listen +10, Spot +10, Survival +10
Feats: Run, Improved Natural Attack (Talons) (B ), Improved Natural Attack (foreclaws) (B ), Improved Natural Attack (bite) (B ), Toughness (B )
Environment: Warm forests
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

This two-legged stark white lizard boasts teeth, a toe claw that looks like a small sickle. It is no larger that a tall human, but looks like it could take down much larger prey.

These clawfoot dinosaurs where breed by the halflings of the Talenta Plains. Since they did not have the magic or know how to breed magebred animals they had to depend more on luck and getting the right dinosaurs to mate. They started the program at the beginning of the last war (just in case they needed it if the war came their way). Only now are the first of these better war mounts starting to catch in any big numbers. Still its rare to find them as the first few of them have only started to start to work in the halfings armies.

They are rarely found in the wild as the traits that make an eximus claw foot are usually as rare as they are in any race.

Combat
They are always trained for war as that’s what they where breed for.
Skills: A clawfoot receives a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
Carrying Capacity: A light load for an eximus clawfoot is up to 116 pounds; a medium load, 117-233 pounds; and a heavy load, 234-350 pounds. An eximus clawfoot can drag 1,750 pounds.

Creating an Eximus Creature
“Eximus” is an inherited template that can be added to any aberration, animal, elemental, humanoid, magical beast, monstrous humanoid, outsider, or giant (here after referred to as the base creature). It has all the base creature’s characteristics except as noted here.

Among the population of every kind of creature there are some specimens that are just slightly better then its fellows. Unlike the paragon’s of a creatures type the eximus creature is not the best of its kind its just better then most of its kind. As eximus creatures are commonly a random improvement in the creature but they are just as commonly the result of a breading program to make a better warrior. The changes might seam miner to some but to others, they are what the world can become.
Speed: The base creatures’ speed increases by 10 ft. on all movement types.
Special Attacks: An eximus creature’s special attacks, if any, all gain a +3 insight bonus, if applicable. For instance, an eximus creature might have a special attack that allows it to put its enemies to sleep if they fail a Will saving throw (DC 15); applying the bonus increases the DC to 18. Likewise, it might have a special ability that allows it to rend; in this case the +1 insight bonus could be applied as a +3 bonus on damage. The +3 insight bonus may only be applied to a given special ability once.

One example of a special attack to which the +3 insight bonus would not apply is the dream haunting ability of the night hag (see the Monster Manual).
Special Qualities: An eximus creature retains all the special qualities of the base creature and gains one or more bonus supernatural abilities from the list below. The creature gains one ability; in addition, another for every 5 Hit Dice it has. The creature can gain more abilities if it gains enough Hit Dice.
- Acid Resistance: The creature gains acid resistance equal to 3 plus its Hit Dice. This resistance increases as the creature gains Hit Dice (maximum acid resistance 20).
- Cold Resistance: The creature gains cold resistance equal to 3 plus its Hit Dice. This resistance increases as the creature gains Hit Dice (maximum cold resistance 20).
- Electricity Resistance: The creature gains electricity resistance equal to 3 plus its Hit Dice. This resistance increases as the creature gains Hit Dice (maximum electricity resistance 20).
- Fast healing: The creature gains fast healing equal to its Hit Dice. This fast healing increases as the creature gains Hit Dice.
- Fire Resistance: The creature gains fire resistance equal to 3 plus its Hit Dice. This resistance increases as the creature gains Hit Dice (maximum fire resistance 20).
- Sonic Resistance: The creature gains sonic resistance equal to 1 plus its Hit Dice. This resistance increases as the creature gains Hit Dice (maximum sonic resistance 20).
- Spell resistance equal the eximus creature’s HD +3. If the creature already possesses spell resistance, use whichever is higher.
Abilities: +2 Str, +2 Con, +2 Dex
Feats: An Eximus creature gains the Improved Natural Attack feat for each of the creatures natural weapons, and the eximus creature also gain the Toughness feat.
Climate/Terrain: Same as base creature.
Organization: Same as base creature.
Challenge Rating: Up to 6 HD, as base creature +1; 7 HD to 15 HD, as base creature +2; 16+ HD, as base creature +3.
Treasure: Standard for a creature of the adjusted CR.
Alignment: Same as base creature.
Advancement: Same as base creature.
Level Adjustment: +4
 

Spark Elemental
Small Elemental (Air, Extraplanar)
Hit Dice: 4d8+12 (30 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
AC: 20 (+5 Dex, +1 size, +4 natural), touch 16, flat-footed 15
Base Attack/Grapple: +3/+0
Attack: Slam +10 melee (1d4+1 plus Shocking Strike)
Full Attack: Slam +10 melee (1d4+1 plus Shocking Strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, Electrical Spray, Shocking Strike
Special Qualities: Death Throes, electric healing, immunity to electricity
Saves: Fort +4, Ref +9, Will +1
Abilities: Str 12, Dex 21, Con 16, Int 10, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Flyby Attack, Improved Initiative (B ), Weapon Focus (Slam), Weapon Finesse (B )
Environment: Lamannia
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Small), 9-12 HD (Medium)
Level Adjustment: -

This creature appears to be an amorphous, shifting thing of lightning surrounded by small sparks in many colors. Black sparks form the suggestion of two eyes and a mouth.

A type of air elemental that loves to fight its willing to jump into combat even when theirs nothing for it to fight. They have been known to keep fighting until they explode from too much damage.

First summoned by many powerful Cyran wizards to help fight during one of the many battles of the last war. The knowledge of how to summon these elementals quickly spread to many other wizards. Now not many wizards have the strength to summon the spark elemental but many do know how.

Combat
Spark elementals will commonly charge at the closest opponent to spread the spark of pain and the shocking power of lightning. Not as fast as the more common air elemental but still blinding fast in a battle. They luckily they heal from electricity so spells that deal that kind of damage are more commonly used when these elementals are summoned.

Spark elementals can be summoned using a summon monster VI spell.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a spark elemental.
Electrical Spray (Su): Whenever damage is dealt to the spark elemental, it sprays a wave of electricity outward in a 5-foot cone, dealing 1d4+4 points of electricity damage to all within range (no saving throw).
Shocking Strike (Su): A spark elemental’s slam attack deals 1d8+4 points of electricity damage in addition to the normal slam damage. The creature receives a +3 bonus on attack rolls against any opponent that is made out of metal, wearing metal armor, or carrying a significant amount of metal.
Death Throes (Su): If a spark elemental is killed, it explodes in a burst of energy that deals 4d6 points of electricity damage to everything within 20 feet. Creatures in this region must make Reflex saving throws (DC 15) to take half damage. The save DC is Constitution-based.
Electric Healing (Ex): Because of the spark elemental’s electrical affinity, any electricity attack directed at it cures 1 point of damage for each 3 points of damage it would otherwise deal. The creature gets no saving throw against electricity effects.
 

Ses’Rin
Large Aberration (Fire, Psionic)
Hit Dice: 16d8+112 (184 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares) (60 ft. When psionically focused)
AC: 28 (+3 Dex, -1 size, +16 natural), touch 12, flat-footed 25
Base Attack/Grapple: +12/+23
Attack: +3 Psychokinetic* Burst Salamander Longspear** +23 melee (2d8+10 plus 1d4 plus 1d8 fire)
Full Attack: +3 Psychokinetic* Burst Salamander Longspear** +23/+18/+13 melee (2d8+10 plus 1d4 plus 1d8 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Heat, Psi-like abilities
Special Qualities: Damage reduction 10/byeshk and magic, Hold Breath, Power resistance 27, immunity to fire, vulnerability to cold, Weapon Familiarity
Saves: Fort +12, Ref +8, Will +14
Abilities: Str 25, Dex 16, Con 25, Int 10, Wis 18, Cha 13
Skills: Climb +16, Concentration +21, Jump +16, Spot +13
Feats: Greater Powerful Charge***, Powerful Charge***, Pecise Swing***, Skill Focus (Concentration), Speed of Thought*, Strong Mind***, Weapon Focus (Salamander Longspear)
Environment: Underground
Organization: Solitary, cell (2-12), band (2-5 plus 2-12 Dolgaunt plus 3-15 chokers or 6-24 dolgrims), or company (7-12 plus 1 3rd-level ses’rin Psychic Warrior plus 14-24 dolgaunts and 40-90 dolgrims)
Challenge Rating: 17
Treasure: Double standard (nonflammables only) and +3 Psychokinetic* Burst Salamander Longspear**
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +7

You see a large deep green scaled lizard man with a large tail a Blue Ridge running from the top of its head to the tip of its tail. There also seams to be a lot of heat coming off its body the odd smell of brimstone in the air.

Creatures of fire and hate, the Ses’Rin look like a cross between a demon and a lizardman. They are strictly carnivorous creatures and seem to prefer elven and human flesh above everything else.

Ses’Rin are a recent addition, having just been released from an eon long stasis in the recently discovered underground complex of Rashen in the mournland. Their stasis was interrupted when a group of adventurers broke the seals of their chamber in the lower reaches of the complex.

None are left from the original group but subsequent expeditions have uncovered disturbing facts about the creatures and the complex itself. The lower reaches bear the mark of Illithid construction and the remnants of their chamber seals showed that they where made using psionics and not magic. If the translation of the Mindflayer’s scriptures is correct, the complex must have been an outpost of the ancient Daelkyr invasion and the Ses’Rin were bred to serve as elite troops or enforcers of their rule.

It seems that they were created from an extinct race of lizardmen with psionic potential and were subsequently crossbred with fire salamanders. How such a union was possible remains a mystery. It is certain that they proved to be uncontrollable and the few that the Daelkyr did managed to employ, they did so with the aid of psionic headgear that made them susceptible to the domination powers of there mindflayer servants.

Combat
The Ses’Rin will try to power up using all of its powers before it will go into for a strike. They hope to kill one of their targets in one hit if they can. They are in a sense a killing machine that will stop at nothing until every thing they want to kill is killed.
Heat (Ex): A ses’rin generates so much heat that its mere touch deal additional fire damage. Ses’rin’s metallic weapons also conduct this heat.
Psi-Like Abilities: At will—Burst, Offensive Precognition (+6 insight bonus on attack rolls*), Offensive Prescience (+7 insight bonus on damage rolls*); 5/day-Dissolving Weapon (+10d6 points of acid damage*), Wall Walker; 3/day-Empathic Feedback (16 points*), Psionic Keen Edge; 1/day-Breath of the Black Dragon (16d6, DC 20*), Psychofeedback, Weapon of Energy. Manifester level 16th. The save DCs are Wisdom-based.
*Includes augmentation for the ses’rin’s manifester level.
Hold Breath: A ses’rin can hold its breath for a number of rounds equal to four times in Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Weapon Familiarity: Ses’rin treat the salamander halfspear and the salamander longspear (see chapter 5: Equipment in Savage Species) as a martial weapon rather than as an exotic weapon.

*See the Expanded Psionics handbook for this feat, weapon ability, ect..
**See Savage Species for this feat, special ability, ect..
***See the Eberron Campaign Setting for this feat, ability, ect..
 

Stone Shard Drake
Large Dragon (Earth)
Hit Dice: 12d12+72 (150 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft. (4 squares), burrow 30 ft., fly 40 ft. (poor)
AC: 21 (+0 Dex, -1 size. +12 natural), touch 9, flat-footed 21
Base Attack/Grapple: +12/+21
Attack: Bite +17 (3d6+5/18-20/x3)
Full Attack: Bite +17 (3d6+5/18-20/x3) and 2 Claws +15 (2d6+2/18-20/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, Earth Mastery, Increased Damage, Pounce, Rend 2d6+6
Special Qualities: Darkvision 60 ft., DR 10/adamantine, immunity to magic sleep effects and paralysis effects, low-light vision, SR 24
Saves: Fort +14, Ref +8, Will +9
Abilities: Str 21, Dex 10, Con 23, Int 10, Wis 12, Cha 9
Skills: Hide +11, Jump +20, Listen +16, Move Silently +15, Search +15, Spot +16
Feats: Improved Natural Attack (Bite), Improved Natural Attack (Claw), Multiattack, Weapon Focus (Bite), Weapon Focus (Claw)
Environment: Temperate mountains or underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 13-19 HD (Large); 20-29 HD (Huge); 30-36 HD (Gargantuan)
Level Adjustment: -

This large stone colored drake stands in front of you, it seams to have very large claws and teeth, the most striking of it is the frill it has running down the center of its back it seams to be made out of stone shards of the same color as the rest of the drake. As you look closer, you see its claws and teeth are bigger and sharper then they looked when you first spotted them.

Stone shard drakes have the color of the stone that they live around. Their back has one large frill made out of what looks to be stone shards of the same rock. It’s not known why they such sharp teeth and claws, but it might have something to do with how they hunt. They ambush there pray.

Since they can eat almost any thing they, but they do tend to hunt large pray. They know that if they get the first hit in they might end the fight before it starts. They tend to run into battles with their targets for they know they are not the best in the air.

A person that hunts stone shard drakes have learned to stay alert as to be attack when you are not ready is to die fast. They have also learned to work in-groups since if they do get hit first they can still take it down (even if they lost the person that got hit first).

Combat
The common tactics of stone shard drakes is to let its pray pass right in front of it before it strikes. They know that they are at there best if they can get a charge in before trying to deal with it.
Augmented Critical (Ex): The stone shard drake’s bite and claw attack threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Earth Mastery (Ex): A stone shard drake gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the drake takes a –4 penalty on attack and damage rolls. (These modifiers are not included on the static’s block.)
Increased Damage (Ex): Because of their sharp claws, and teeth stone shard drakes deal damage as if they were one size larger.
Pounce (Ex): If a stone shard drake charges, it can make a full attack in the same round.
Rend (Ex): A stone shard drake that hits with both its claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+5 points of damage.

In Eberron
Stone shard drakes do not care for the prophecy. They would rather eat and live in a place where food is plentiful and they are not close to the bottom of the food chain. They have been seen in the Demon Wastes, Shadow Marches, and in the Mror Holds.
 

Shavarath Mouther
Large Outsider (Chaotic, Extraplanar, Evil, Tanari’ri)
Hit Dice: 6d8+36 (57 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares)
AC: 17 (-1 Size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+18
Attack: Bite +13 (3d6+12/18-20/x3)
Full Attack: Bite +13 (3d6+12/18-20/x3
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, Increased Damage, Rend fallen
Special Qualities: DR 5/good, Darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 15, summon tanar’ri, telepathy 100 ft.
Saves: Fort +11, Ref +7, Will +6
Abilities: Str 27, Dex 14, Con 22, Int 8, Wis 13, Cha 12
Skills: Bluff +11, Climb +16, Escape Artist +12, Intimidate +11, Jump +16, Listen +13, Spot +13
Feats: Alertness, Improved Initiative, Improved Natural Attack (bite)
Environment: Shavarath
Organization: Solitary, pair, or gang (3-15)
Challenge Rating: 7
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 7-12 HD (Large), 13-18 (Huge)
Level Adjustment: -

A large ball looking creature, with blood red skin stands in front of you. You see its overly large mouth, and for small eyes. Its for stubby feet seam to carry it at a good pace as it comes toward you.

Common shock troops for the demon armies in the battle plane of Shavarath. This large demon loves to fight and eat its latest kill as it dies. Known to eat things that would take days for other things to eat in a few minutes or even a few seconds (like eating an elephant in a few minutes not a few days).

Combat
Shavarath mothers more so then there lesser kin love to tear their opponents in little peace’s and such don’t use much but there mouth in combat. There bit as been known to kill even after they have been killed.
Augmented Critical (Ex): The Shavarath mouthers bite attack threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Poison (Ex): Injury, Fortitude DC 19, initial damage 1d6 Con, secondary damage 1d6 Con. The save DC is Constitution-based.
Rend Fallen (Ex): An Shavarath mouther loves to tear into its downed foes. It automatically deals an additional 2d6+12 points of damage to any foe it drops with a melee attack.
Summon Tanar’ri (Sp): Once per day, an Shavarath mouther can attempt to summon another Shavarath mouther with a 60% chance of Success.
Increased Damage (Ex): Because of their sharp teeth, a Shavarath mouthers deal damage as if they were one size larger.
 

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