Law's Eberron Monsters

This time its a dragon. Hope you like it.

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 be it mountains or underground caverns. Their back has one large frill made out of what looks to be stone shards of the same rock. They are known for their sharp teeth and claws, it might add to how people think they hunt. They will commonly ambush there pray from behind a thinned out rocky hiding place.

Being dragons they can eat almost anything. However, they seam to prefer large animals and humanoids as there main diet. It is also known they will eat hard metals and rocks to help keep there claws, teeth, and hide in good shape.

Stone shard drakes do to their living habits and lake of care for the bigger dragon’s 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.

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.
Skills: Stone Shard drakes gain a +10 bonus to hide checks while in rocky terrain.
 

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Yet another drake. Hope you like this little bad boy.

Sky Drake
Small Dragon (Air)
Hit Dice:
6d12+12 (51 hp)
Initiative: +6 (+6 Dex)
Speed: 20 ft. (4 squares), fly 150 ft. (good)
AC: 23 (+6 Dex, +1 size, +6 natural), touch 17, flat-footed 17
Base Attack/Grapple: +6/+3
Attack: Bite +12 (1d4+1)
Full Attack: Bite +12 (1d4+1) and 2 Claws +7 (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air Mastery, Breath Weapon
Special Qualities: Blindsense 60 ft., Darkvision 60 ft., DR 5/magic, immunity to magic sleep effects and paralysis effects, low-light vision, resistance to sonic 10, SR 15
Saves: Fort +7, Ref +11, Will +6
Abilities: Str 13, Dex 23, Con 15, Int 10, Wis 12, Cha 11
Skills: Appraise +9, Climb +10, Hide +15, Jump +10, Move Silently +23, Spot +18
Feats: Ability Focus (Breath Weapon), Clinging Breath *, Dodge, Weapon Finesse (B)
Environment: Warm hills
Organization: Solitary, pair, or clutch (3-6 plus 8-12 young)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 7-11 HD (Small); 12-18 HD (Medium)
Level Adjustment: -

This small deep blue drake has blood red claws, teeth, and a pair of large frill on its back. The color of the frills seems to be changing.

One of the most beautiful of the drakes, the Sky Drake is also one of the most graceful of flyers. An unusual characteristic of the sky drake is the frills on its back which changes colors depending on their mood; black for anger, red for danger, yellow for content, blue for sadness, and white for trust.

Sky Drakes are usually very territorial and will attack anything they perceive to be a threat. They are the hated enemies of wyverns and will team up to kill them on sight. Sky drakes commonly live close with other of their kind and their territories commonly overlap.

Most sky drakes try to not get in the way of humanoids if they can. However, they have been known to help creatures that come to kill wyverns.

Sky Drakes speak draconic.

Combat
Sky Drakes do not hold back when it comes to combat. They try to team up if they can against one foe. They are not stupid however, and if the battle is not going there way, they are quick to abandon combat and flee.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a spark elemental.
Breath Weapon (Su): 30-foot cone once every 1d6 rounds, damage 3d6 sonic, Reflex DC 17 half. The save DC is Constitution based and includes the bonus from ability focus.
Skills: Sky drakes have a +8 racial bonus on Move Silently and Spot checks.

*See Draconomicon for this feat.
 

This time it is a Rakshasa. One that could be the most blinding foe any PCs can face. I hope you like it.

Rakshasa, Naz’nakya
Medium Outsider (Native)
Hit Dice:
7d8+14 (45 hp)
Initiative: +5 (+5 Dex)
Speed: 40 ft. (8 squares)
AC: 30 (+5 Dex, +9 natural, +6 deflection), touch 21, flat-footed 19
Base Attack/Grapple: +7/+10
Attack: Short sword +14 melee (1d6+3/19-20); or claw +13 melee (1d4+3/19-20)
Full Attack: Short sword +10/+5 melee (1d6+3/19-20) and 3 short swords +10 melee (1d6+1/19-20); or 1 claw +13 melee (1d4+3) and 3 claws +8 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding Beauty, detect thoughts, sneak attack +3d6
Special Qualities: Change shape, damage reduction 15/good and piercing, darkvision 60 ft., evasion, outsider traits, unholy grace, spell resistance 21
Saves: Fort +13, Ref +16, Will +12
Abilities: Str 17, Dex 20, Con 14, Int 13, Wis 13, Cha 22
Skills: Bluff +20*, Diplomacy +22*, Disguise +20*, Escape Artist +15, Hide +15, Move Silently +15, Sense Motive +13, Spot +11, Tumble +15
Feats: Multiweapon Fighting, Negotiator (B), Weapon Finesse, Weapon Focus (shortsword)
Environment: Any
Organization: Any
Challenge Rating: 10
Treasure: Double coins; standard items; double items
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +7

This being’s beauty exceeds mere words; she is captivating and viciously dangerous because of the emotions she inspires. She has a foxlike furry head, for arms, and has golden tan skin that looks shiny to the touch. She has the most beautiful claws on the end of her fingers.

While many theorize that the naz’nakya is not a real rakshasa, have never met one. If they do if they do not bow to the beauty and grandeur of the naz’nakya rakshasa, they most likely will not be seen or heard from again. Like other types of rakshasas, the palms of a naz’nakya rakshasa’s hands are where the backs of the hands would be on a human. While this physical feature doesn’t detract from the creature’s manual dexterity, it makes a rakshasa look very disturbing to those unfamiliar with the creature.

Naz’nakya rakshasas, are the diplomats and spies of the great rakshasa rajahs that are imprisoned in Kyber. They work their masters will abroad, seeking those that will be easy to gain as allies while killing those that would stop their evil plains. Being the best of the lords of dust most open spies and killers has earned them a high place in many of the lords of dust plains. Helping them form cults to spread there evil.

There for arms and unstoppable beauty are rare for rakshasas, but both of these qualities seem to make them the best at what they. Since they also seem to have a taste for some of the more primal pleasers when it comes to spreading and collecting followers for their masters. They seem to have the ability to attract a cult as they walk down a street, to bad they hide their beauty until they need to charm someone into doing what they want.

Their killing skill is dwarfed by the Naztharune Rakshasas, which unlocked the secrets on how to kill from the shadows. The two seem to be a small set of rivals playfully taking score on who got to the target first. However, this is not common since both are commonly are working different types of people in any case.

A naz’nakya rakshasa is about the same height and weight as a half-orc (6 feet tall, 245 pounds).

Naz’nakya rakshasas speak Common, Infernal, and Undercommon.

Combat
Unlike their spellcasting cousins, a naz’nakya rakshasa, enjoys blinding there targets with there beauty and then killing them in close combat. Whenever possible, it hides to get another sneak attack in, especially after some of its foes are blinded.
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of the naz’nakya rakshasa. Those who look directly at the naz’nakya rakshasa must succeed on a DC 19 Fortitude save or be blinded permanently as though by the blindness spell. A naz’nakya rakshasa can suppress or resume this ability as a free action. The save DC is Charisma-based.
Detect Thoughts (Su): A naz’nakya rakasha can continuously use detect thoughts as the spell (caster level 18th; Will DC 19 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Change Shape (Su): A naz’nakya raksha can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a naz’nakya loses its claw attack (although it usually uses weapons). A naz’nakya rakshasa typically remains in one form until it chooses to assume a new one. A change if form cannot be dispelled, but a naz’nakya reverts to its natural form when killed. A true seeing spell reveals its natural form.
Evasion (Ex): If a naz’nakya rakshasa is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw.
Outsider Traits (Native): A naz’nakya can be raised, reincarnated, or resurrected.
Sneak Attack (Ex): If a naz’nakya rakashasa can catch an opponent when he is unable to defend himself effectively from its attack, it can strike a vital spot for extra damage. Basically, the naz’nakya rakshasa’s attack deals extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the nak’nakya rakshasa flanks its target. This extra damage is equal to +3d6. Should the naz’nakya rakshasa score a critical hit with a sneak attack, this extra damage is not multiplied.
Unholy Grace (Su): A naz’nakya rakshasa adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The static’s block already reflects these bonuses.)
Skills: A naz’nakya receives a +4 racial bonus of Bluff, Diplomacy, and Disguise checks.
*When using change shape, it gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff, Diplomacy, and Disguise checks increases by a further +4.

Tactics Round-By-Round
A naz’nakya rakshasa commonly blind there foes then hide and attack repeatedly to kill them as fast as she can. They avoid fighting non-humanoids, as their blinding beauty ability will have no effect on other targets.
Prior to Combat: Turn on blinding beauty ability if its not already on. Hide and detect thoughts to monitor approach of victims.
Round 1: Spring from hiding and attack a living humanoid with a sword, and deal sneak attack damage.
Round 2: Full attack while trying to maximize the exposure of her blinding beauty ability.
Round 3: Move and hide. If unable to hide full attack a none blinded foe.
Round 4: Repeat round 1-3 tactics until all foes are dead or full attack.

Naz’nakya Rakshasas as Characters
Naz’nakya rakshasa character possess the following racial traits.
- +6 Strength, +10 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom, +12 Charisma.
- Medium size
- A naz’nakya rashasa’s base land speed is 40 feet.
- Darkvision out to 60 feet.
- Racial Hit Dice: A naz’nakya rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
- Racial Skills: A naz’nakya rakshasa’s outsider levels give it skill points equal to 10 x (8 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Escape Artist, Hide, Move Silently, Sense Motive, Spot, and Tumble. A naz’nakya has a +4 racial bonus of Bluff, Diplomacy, and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff, Diplomacy, and Disguise checks).
- Racial Feats: A naz’nakya rakshasa’s outsider levels give it three feats. It gains the Negotiator feat as a bonus feat as well.
- +9 natural armor bonus.
- Natural Weapons: 4 Claws (1d4).
- Blinding Beauty (Su): The save DC is 13 + the character’s Cha modifier.
- Detect Thoughts (Su): The save DC is 13 + the character’s Cha modifier.
- Special Qualities (see above): Change shape, damage reduction 15/good and piercing, darkvision 60 ft., evasion, unholy grace, spell resistance 21 + class levels.
- Automatic Languages: Common, Infernal. Bonus Languages: Daelkyr, Gnoll, Goblin, Mabran, Orc, Sylvan, and Undercommon.
- Favored Class: Rogue and Ninja*.
- Level Adjustment: +7

*See Complete Adventurer for this class.
 

I finnaly made a monster I have been thinking on making from the first time I posted a eberron monster. I finaly fiound out how to make the addons work the way I wanted to (after looking at trolls spark moth again :D). So here is the Sky Seed a plant live is hunted for what it gives.

Sky Seed
Large Plant
Hit Dice:
6d8+33 (60 hp)
Initiative: +4 (+4 Dex)
Speed: Fly 5 ft. (Perfect)
AC: 16 (+4 Dex, -1 size, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +4/+6
Attack: -
Full Attack: -
Space/Reach: 10 ft./10 ft.
Special Attacks: Solar Ray
Special Qualities: Damage Reduction 5/Slashing, Fast Healing 10, Low-light Vision, Plant Traits
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 7, Dex 18, Con 19, Int 3, Wis 12, Cha 8
Skills: Spot +10
Feats: Toughness (x3)
Environment: Syrania Manifest Zones
Organization: Solitary, Cluster (2-13)
Challenge Rating: 6
Treasure: None; See Below
Alignment: Usually neutral
Advancement: 7-16 HD (Large); 17-18 HD (Huge)
Level Adjustment: -

Before you floats, a large green seed, you also see six large leaves sprouting from the top of the plant. There also seems to be a single strange stalk sprouting from the top center of the plant right above the leaves.

Sky seeds seem to grow and thrive in places that are linked to the plane of Syrania. Since this is a fact known to many sages they are easy to find. Since one of the largest such linked places is the city of sharn they are a common site floating in the upper reaches of the city floating to stay in the sun as long as they can. From this, they have the common name in sharn as Sharn Sky Seeds in others places that are link to the plane of Syrania they have also gained the nick name of Sun Seed.

Unlike many things that grow in the city of sharn the sky seed has not been tried to be killed off. In fact its just the opposite that is true. Many people want them to grow for their sap, leaves, and seeds. Each part of the sky seed are known for their ability to increase the power of many spells, be they healing, fly, or even spells of the sun domain. When I sky seed is killed it floats down to the ground. After that the sky seed will commonly have enough sap for 1 use per hit dice, 1 seed per hit dice and 6 leaves. These are the only treasures a sky seed has but they are good ones at that.

Combat
Sky seeds are not very bright so they use only one battle plan try to move away from the opponents while blasting them with its solar ray.
Solar Ray (Su): Every 1d4 rounds a sky seed can fire a ray of light that deals 1d10 points of fire damage per hit dice of the sky seed (6d10 points of fire damage for the standard one presented here). The sky seed has to make a ranged touch attack to hit its target (the sky seed has a +8 ranged attack bonus) this ability has a range of 20 feet per hit die of the sky seed (120 ft. for the one presented here).

Special
The sky seed is prized for its Optional Material Components.
Sky Seed Sap: This transparent sap glows with a soft golden light. When Sky Seed Sap is used as a component in any conjuration (healing) spell, it has a 20% chance to add an additional 1d8 to the healing spells amount of damage healed. Price: 150 gp. Weight 1 lb.
Sky Leaves: These large green leaves seem extra light to the touch almost as if they where made of air. When Sky Leaves are used as a component in any spell that grants flight, it has a 30% chance to double the fly speed the spell grants. Price: 115 gp.
Sun Seed: This small seed gives off a bright golden glow and sheds light like a torch. When a Sun Seed is used as a component for a spell from the sun domain there is a 40% chance that the caster level will increase by +3 for that spell. Price: 90 gp.
 

Eberron Monster #17

This one is a very simple one. Since this is an update of my first monster I did in 2002 (yes that long ago). I did this one and a bunch of others then took a break for a while (ok I did that many times). So yes I have been making monsters for a looong time. You can go here to see it. I was known as las on enworld at that time. Hope you like this critter.

Venomous Dragonfly
Medium Vermin
Hit Dice:
2d8+4 (11 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 10 ft. (2 squares), Fly 60 ft. (Perfect)
AC: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
Base Attack/Grapple: +1/+0
Attack: Bite +5 melee (1d6-1 plus poison)
Full Attack: Bite +5 melee (1d6-1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Vermin Traits
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 9, Dex 18, Con 14, Int -, Wis 13, Cha 10
Skills: -
Feats: Improved Initiative (B), Weapon Finesse (B)
Environment: Marshes and Jungles
Organization: Solitary or Pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

This large dark green dragonfly has bright orange colored wings.

The venomous dragonfly is a common site in the shadow marshes. It is common threat to all that travel the ruins there, ask a native what they fear worse a raging ogre or a venomous dragonfly. Most will say the dragonfly. Why it is harder to hit and its bit can kill you even after you killed it. The dragonfly are also one of the known dangers of Xen’drik.

A few people have also learned, you leave these dragonflies to them selves they will not get angry, defensive and attack. Not bothering them is always the best plan.

Combat
The Venomous Dragonfly will commonly bit its opponent as much as it can.
Poison (Ex): Injury, Fortitude DC 13, initial damage and secondary damage 1d8 Con. The save DC is Constitution-based.
 

Eberron Monster #18

Mournknight
A mournknight is an undead warrior, usually a fighter or barbarian but sometimes-other warrior classes became mournknights, and rarely a spellcasting class becomes a mournknight, on the day of the mourning. Sometimes someone that goes to explore the mournland dies and awakens as a mournknight this is rare though.

As a rule, these creatures are angry and, some say insane. They hunger to die, but wont from their unwavering will to live to protect their lost land. Because of this they are also one of the biggest threats to the lord of blades, thinking of him as an intruder in their blasted homeland.

A mournknight is a blasted corpse that is still barley together even is they are still as solid as they where in life. Their eyes glow a bright green and there mouth gives off a soft green glow. Mournknights will commonly team up with mournmares if they find they have the same goal.

Mournknights speak Common plus any other languages they knew in life.

Sample Mournknight
This blasted creature wears the blasted, armor of a mighty knight of cyre. An angry green light dance in its eyes, and a sad green glow comes from its mouth.

This example uses a 5th-level human fighter as the character.

Mournknight, 5th-level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice:
5d12+15 (47 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares)
AC: 17 (+1 Dex, +3 natural, +2 leather armor, +1 light steel shield), touch 11, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Longsword +9 melee (1d8+5/19-20)
Full Attack: Longsword +9 melee (1d8+5/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drainwave, mournblast
Special Qualities: Damage reduction 10/silver and magic, resistance to cold 5, resistance to fire 5, resistance to sonic 5, unholy toughness
Saves: Fort +6, Ref +2, Will +0
Abilities: Str 17, Dex 13, Con -, Int 10, Wis 9, Cha 16
Skills: Climb +11, Jump +11
Feats: Great Fortitude, Improved Initiative, Power Attack, Quick Draw, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Environment: Temperate plains (Mournland)
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +4

Drainwave (Su): 30 ft.-foot cone, once per day, damage 3d6, Reflex DC 15 half. The mournknight heals a number of HP equal to the damage dealt, loosing any extra. The save DC is Charisma based.
Mournblast (Su): 90-foot line, once per round, 6 times per day, damage 5d6, Reflex DC 15 half. The save DC is Charisma based.

Creating A Mournknight
“Mournknight” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature), so long as it has at least 5 class levels.

A mournknight has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: All the character’s Hit Dice (current and future) become d12s.
Speed: The base creatures speed is divided in half rounded up to the nearest 10 ft.
AC: The mournknight has a +3 natural armor, or the base creature’s natural armor, whichever is better.
Attacks: Same as the base creature (See below).
Special Attacks: A mournknight retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + ½ mournknight’s HD + mournknights Cha modifier unless otherwise noted.
Drainwave (Su): Once per day a mournknight can send a 30 ft. wave of draining energy to drain the life out of other creatures. All within the area of this ability take 1d6 points of damage per point of Cha bonus the mournknight has (at least 1d6 points of damage). The mournknight heals HP equal to the damage dealt, any points above the mournknights total HP are lost. A reflex save halves the damage.
Mournblast (Su): The mournknight gains the ability to channel his pain to into a blast of negative energy. This blast is a line of cold, black energy, this line has a range of 30 feet x the creatures Cha modifier (at least 30 ft.). Everyone in the line of effect takes 1d6 points of damage per HD of the mournknight. This ability can be used once a round and a number of times equal to 3 + the mournknights Cha modifier. A creature can make a Reflex save for half damage.
Special Qualities: A mournknight retains all the base creature’s special qualities and gains those described below.
Energy Resistance (Ex): The mournknight gains cold resistance 5, fire resistance 5, and sonic resistance 5.
Damage Reduction (Su): A mournknight’s undead body is tough, giving the creature damage reduction 10/silver and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Unholy Toughness (Ex): A mournknight gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.
Abilities: Increase from the base creature as follows Str +2 and Cha +4. Being undead, a mournknight has no Constitution score.
Climate/Terrain: As the base creature (The Mournland).
Organization: As the base creature.
Challenge Rating: Same as the base creature +3.
Treasure: Standard
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.
 

Eberron Monster #19

Chain Snake
Medium Construct
Hit Dice:
2d10+20 (31 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft. (4 squares)
AC: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: Spike +5 ranged (2d4+2)
Full Attack: Spike +5 ranged (2d4+2) or Slam +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chain gun, spike
Special Qualities: Construct traits, Darkvision 60 ft., low-light vision, damage reduction 5/adamantine, fast healing 3
Saves: Fort +0, Ref +4, Will -5
Abilities: Str 14, Dex 19, Con -, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Any
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

You see what looks to be a large mithral snake in from of you, where its mouth should be you see what looks to be six long tubes that spine and whine as it moves forward.

Like many constructs that where made during that last war by house cannith, it was built for war. In theory, this creature would take the place of archers, but in fact, it did not have the range to do so. Still it was found devastating to troops at close range.

Built to repair themselves in the midst of combat they proved there worth in many battles. During one of the battles for cyre it was said that 1 of these creatures stopped three squads of enemy troops before it fell from too much damage. There worth in combat has proved to be a good thing for cyre. Well it did until the mourning happened anyway. Now most of them wonder the mournlands. The way of their creation was thought to have been lost, now someone in sharn has built a machine that can built one a week. It is not known who or what that person has planed to use them for.

They under stand basic orders from their maker.

Combat
Blasting there targets with there spikes is there main form of attack, but they will let lose there chain gun when facing more then one opponent.
Spike (Ex): This ranged attack has a range of 60 feet and does 2d4+2 points of piercing damage.
Chain Gun (Su): Every 1d4 rounds a chain snake can let lose a wave of spikes. The chain snake makes a ranged touch attack to every one in a 60-foot cone. If it hits, they take 2d4 points of piercing damage. Ranged attack bonus +5.
 

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