Vampires of Eberron: Lady Talon

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With Halloween around the corner, I’m going to cover some spooky topics this month. This article was inspired when one of my Patrons asked about infamous vampires in Eberron. One of the things that struck me is that the standard, baseline vampire—the form of vampirism employed by the Qabalrin, the Blood of Vol, and the Bloodsails—isn’t especially mysterious in Eberron; it’s a practical tool. Among the Seekers, it’s basically a job you can aspire to. But the Qabalrin vampires aren’t the only form of vampire in Eberron, and I want to look at a few different things you could do with the Vampire stat block and the broad concept of the vampire as inspiration. With that in mind… meet Lady Talon.

You’ve noticed the owls, then? Watching from every corner of the Whiteroof Ward? They weren’t there when I was a boy. She brought them with her. Lady Talon, the Countess of Riverwood, driven from her roost by the rebels and their druids. But I see you don’t know the story. 

Not many elves with noble titles, surely you know that. People don’t like the thought of one person ruling for centuries. And in her, we see why. Eudokia ir’Talyn was granted her title by Galifar himself. Some say it was a reward for wise counsel; the Countess is a gifted diviner, there’s no doubt about that. Others say that Eudokia bewitched the king, and she is most charming. But there’s a few that say while both those things are true, there’s more to it. There’s a power in the Riverwood, a hungry spirit… and Eudokia, she knows how to keep it quiet and keep both river and wood sage. That’s why Galifar gave her that domain—because she was the only one who could hold it. And that’s why she took the owl as her sigil, because the owl is dear to that power in the woods. These are all stories, of course. But there’s no question that she welcomed owls into her seat at Riverweep. And Keldon’s Crossing, where she kept her library and her arcane school? Why, it only took a century or two for people to start calling it Owl’s Perch. The Countess, she’s not a wizard or a wandslinger, throwing fireballs with a snap of her fingers. But she’s a brilliant ritualist, weaving divinations and illusions like Aundair herself; small wonder, as Eudokia tutored the young princess before the kingdom bore her name. She taught divination at her tower in Owl’s Perch, but only to a few chosen students at a time. It’s said that Lady Talon has dozens of familiars, that every owl in her domain serves as her eyes and ears. Perhaps they’re still doing it today. 

So what’s this have to do with the owls in Fairhaven, hmm? Well, Talon was the Countess of the Riverwood, wasn’t she? And the Riverwood was claimed by those Eldeen Druids, along with everything else west of the Wynarn. For a time they let her stay, not as ruler no, but holding to her mansion. It was a Greensinger—Silvertongue himself—who finally drove her from her roost. I don’t know what happened, but the word is that it didn’t happen easy. The Greensingers know the fey better than most. I heard a story that Silvertongue learned a secret about ir’Talyn and the spirit of the Riverwood—something foul that the Countess had long kept hidden. Why, I can’t credit the source, but I heard someone say that the Countess herself was bound to the spirit by a foul pact, and that she would hunt in the form of an owl and feed it the blood of her victims to maintain her long life. For she is older than any elf I’ve ever known, or you have. Still looks like she could be in her first century, though with her skill at glamor that doesn’t mean a thing. Still. You ask in a Whiteroof tavern and they’ll tell you Eudokia just had enough of the druids and their rot, that she came to Fairhaven to be in Aundair proper. But I wouldn’t trust the river elves on this, no. Many of those in Whiteroof were born in Riverweep, and they still love their countess. Sovereigns and Six, Eudokia never took a spouse, but if you listen to some of the tales, it could be that half of those river elves have a touch of her blood in their veins. 

Why am I telling you this? It’s the right of an old man to ramble, and that’s the truth. But it’s more than that. The owls aren’t just in Whiteroof Ward any more, no. I’ve seen ‘em watching me. Seen her watching me. Lady Talon, she’s still tied to the spirit of the Riverwood, and it’s still hungry.  The Countess is spreading her wings across Fairhaven, and she doesn’t much like those who can see it. If I go missing one of these nights… you go looking for my bones in a Whiteroof Alley. 

The Night Hunter

Set aside the stories and look at simple fact. Eudokia ir’Talyn was once the Countess of the Riverwood. Appointed by Galifar himself, she held her position for nearly a thousand years before being driven from the Eldeen Reaches. That makes her old even for an elf. She doesn’t show her age, but there is nothing surprising about that given her talent for illusion. As noted above, Eudokia isn’t a practicing wizard, meaning she doesn’t have spell slots and can’t cast any spell in six seconds. But she is a brilliant ritualist skilled with divination, abjuration and illusion. Given sufficient time and materials, she can scry on her enemies, cast auguries about the possible outcome of her actions, and shield her mansion against the scrying eyes of others; her manor is protected as if by the spell nondetection. She has an affinity for owls, and surely has more than one familiar; the idea that all of the owls in the Whiteroof Ward are her spies could well be exaggerated, but she has brought many with her. Eudokia is a proud Aundairian noble stung by the loss of her domain; she despises the Eldeen druids and is a strong voice urging Aurala to retake the Reaches. And in the meantime, she is surely seething at her humiliation, living in a single manor when she once governed a vast realm. It could be that this is all there is to the story—that Eudokia ir’Talyn is an old elf and a gifted mage, a proud noble driven from her land, but that there is nothing more sinister to her story. 

Or perhaps there is more. Perhaps Eudokia’s seeming youth isn’t the result of illusion, but rather another form of magic that sustains her. If you go to Riverweep and ask the Khoravar that still dwell there, you might hear a different tale. They would tell you that the Riverwood was always wild and restless, and that it reached into the Wynarn River and made it dangerous to run. That a young elf made a bargain with the spirit of the wood, promising to keep it fed with blood if it would just leave the river and those who worked it be. That she held this post long before the rise of Galifar. Some that share this story say the Countess was a good woman, that when she served as the hunter of the wood she’d only prey on those who deserved killing. But others will say that she was never meant to hold the post forever… that the Keeper of the Riverwood is a role that should pass with each generation, and that Eudokia should have surrendered it long ago. Fearing age and death, the Countess has clung to her tie to the forest, and in so doing, corrupted both the Riverwood and herself. This has only grown worse since she’s come to Fairhaven. The Greensingers sought to break her connection to the Riverwood, but Eudokia has clung to that power. But every year she is away from the Riverwood her bond is increasingly corrupted and her need for blood grows. And so she is spreading her influence in Fairhaven… and urging those with power to reclaim the Eldeen Reaches for Aundair. 

Again, Eudokia COULD just be a well-preserved elf diviner with a grudge against Aundair. But if the stories are true, she is something more. She is a Night Hunter—a form of vampire, but tied to Thelanis rather than Mabar, tied to the story of the Riverwood. She uses the Vampire stat block with the following modifications. 

  • Lady Talon is Fey, not Undead. Her life is unnaturally sustained, but she is not tied to Mabar or Dolurrh. 
  • Replace any use of the word “bat” with “owl.” Eudokia can summon swarms of owls and can assume the form of an owl or an owlin. When outside she may summon wolves or giant owls. 
  • Remove the Harmed By Running Water trait. The Riverwood is tied to the water, and Eudokia regains 10 hit points if she ends her turn in running water. 
  • Eudokia doesn’t take damage from sunlight, but does have disadvantage on ability checks and attack rolls in sunlight; she is a nocturnal hunter. However, she is vulnerable to the light of the moon Olarune. Eudokia has clung to her power longer than she should have, and Olarune looks down in anger. When Olarune is full, and for one day on either side of this, Eudokia suffers 20 radiant damage when starting her turn in moonlight, as well as suffering disadvantage on ability checks and attack rolls. 
  • While she is resistant to sunlight and strengthened by running water, Eudokia is vulnerable to fire damage; she burns as quickly as dry wood. 
  • There is a chamber in the basement of Eudokia’s manor filled with Riverwood soil and a sapling from the forest. She rests in this soil, and returns here if reduced to zero HP. 
  • Eudokia’s vampire spawn share her vulnerabilities as described above. Her spawn can also use an action to assume an owlin form, or to return to their natural humanoid form. While in owlin form the spawn has a flying speed equal to its walking speed, provided they aren’t wearing heavy or medium armor. 

Beyond this, Eudokia is a skilled ritual spellcaster specializing in illusion, abjuration, and divination. It is up to the DM to decide what she can accomplish with her rituals. Certainly, she has shielded her manor and herself with the effect of nondetection. Within her manor she will have glyphs of warding, arcane locks, and clever illusions concealing things. She can scry on known enemies, given time. Other abilities are at the DM’s discretion. 

Eudokia has deep ties to the Riverwood and to the river elves of Aundair. Despite the name, these “river elves” are Khoravar—half-elves who have long worked the rivers of Aundair, some in cooperation with House Lyrandar, others preferring to stay independent. Many of the Khoravar of Riverweep feel a sense of loyalty to the Countess, and the city was always a haven for the Khoravar. However, there are warlocks and elders among the river elves who know the Countess was holding power that should have been passed on—and know that to do so, she was in fact drinking the blood of those who worked the river; the Greensingers also sensed this imbalance. Likewise, Eudokia has a great reputation as a teacher of magic, but it’s hard to find any of her students from the last century — because she fed on them as well. The concept is that she once was a legitimate guardian of the Riverwood, but that her hunger to cling to her power and immortality has been corrupting her, requiring her to drink ever more innocent blood to survive; this is combined with an obsession to reclaim Riverweep from the Eldeen. 

So how does this all come together in an adventure? Countess Eudokia ir’Talyn is a well-known figure in Fairhaven. Since she’s arrived, she’s caused a stir among the nobility with her hawkish position on reclaiming the Reaches. She’s charming and admired for her arcane talents, and some are hoping she will agree to tutor their heirs in magic. She has a loyal group of Khoravar retainers—river elves who came with her from Riverweep. Her manor is in Whiteroof Ward, known for its population of Khoravar; most know the Countess by reputation but aren’t devoted to her as her servants are. Owls have become common in Whiteroof and may be her spies. Lady Talon is spreading her influence both through the Khoravar community in Whiteroof and through those who can help her advance her agenda against the Eldeen; she could be building up a movement to rival the Brelish Swords of Liberty, preparing to seize power if Aurala won’t take action against the Reaches willingly. And beyond this, Eudokia’s appetite is increasing—the longer she stays away from the Riverwood, the more blood she needs to consume. It may be that she needs to drink the blood of river elves, or at least that it’s the most nourishing for her — so while the people of Whiteroof celebrate the countess for her past, there are ever more disappearances in the ward. It could be that a Khoravar elder or a Greensinger agent could come to the adventurers and ask them for help investigating the Countess. Alternately, it could be that a player character is a STUDENT of the Countess—or that a Khoravar adventurer has family in Whiteroof that might be drawn into Eudokia’s schemes.

I would have her defeating the druids and staying in power in Riverwood. She is way more interesting in a position of power.

Eudokia in Fairhaven is something of a parallel to dealing with Dracula in London instead of in his home. She’s NOT in charge, and her resources are limited. She’s actively recruiting allies and spawn and seeking to expand her influence—which gives adventurers lots of little opportunities to stumble across her schemes, to clash with a spawn or a cultist, to work with a local constable to investigate the mysterious string of Khoravar disappearances. It’s also a story that draws adventurers into the politics of Fairhaven and Aundair. In Eudokia, you have a noble who maintained order in her domain for centuries, a respected elder who taught some of the greatest wizards in Aundair, who’s been driven from her home. On the surface, that’s an entirely sympathetic story. And part of the point of this is that it could be the entire story. Maybe she’s NOT a night hunter — maybe she’s just an exceptionally long-lived elf. She could even become a patron for a group of adventurers who sympathize with the Aundairian Lost Lords. She might send them to Owl’s Perch to recover relics she was forced to leave behind… and it’s in that adventure that the characters might learn more about WHY she was driven from the Reaches. If the adventurers are entirely sympathetic to the Reaches, then Eudokia becomes a threat not simply through her personal power but because she is a driving force for Aundairian aggression; that gives adventurers a compelling reason to fight her politically as well as with a stake. But I definitely see an endgame of dealing with her being something where she ultimately returns to Riverweep — potentially seizing the city even if she fails to trigger an all out war between Aundair and the Reaches — and the adventurers have to face Eudokia in her lair. And THEN, I’d say that to finally and truly defeat her they will have to actually enter the Riverwood itself, and have a confrontation with the spirit that has empowered her all this time—and that, perhaps, a NEW person must volunteer to take her place as the Keeper of the Riverwood.

That’s all for now. Thanks as always to my Patreon supporters for making these articles possible—I’ll have some surprises for Patreon later in the month!

Monsters of Eberron: Quaggoths and the Gaa’aram

The Quaggoth as depicted in the 2014 Monster Manual

Frontiers of Eberron is out on the DM’s Guild, and I’m going to be writing some supplemental articles tied to Quickstone and the Western Frontier over the next few weeks. But I also answer questions for my patrons on Patreon. And every now and then, something that SEEMS like an obscure question takes on a life of its own. Case in point: “What’s the role of quaggoths in Eberron?” And if you don’t care about quaggoths, there’s another way to use these concepts — consider the Gaa’aram! 

Now,  I’ve never actually SEEN a quaggoth. But I’ll tell you a story. If you know your history, you know that there wasn’t any sort of indigenous culture on Aerenal when the elves landed there. They didn’t arrive as conquerors or colonizers—they were desperate, starving refugees lucky to escape the destruction of Xen’drik. It was a stroke of good fortune that they found such a fertile, uninhabited realm. 

That’s what history says, and what the typical elf believes. But it’s not quite true. The valleys and fields of the island were uninhabited, yes. The elves came in peace, and as they laid down their roots and raised their walls, all they had to deal with were their own restless dead. But as time passed they spread farther and dug deeper. The line of Tolaen went the deepest of all. The Tolaen were from the evernight jungles of Xen’drik, and they were well used to working with wood. They made a business of lumber, and it’s a path on which they’ve prospered; to this day, it’s the Tolaen who sell soarwood to the gnomes and bronzewood to the smiths. But every path has a beginning. The Tolaen set their sights on the vast jungle they call Jaelarthal Orioth. In this wood they saw a treasure as rich as any dragon’s hoard. But the Moonsword Jungle is deep and wide, so vast that a people could live there for ten thousand years and never be seen by those beyond its edge. And so it was with the quaggoths. They had lived in the deepest part of the Orioth since before elves were elves, minding their own business and taking no interest in the world beyond the woods. Quaggoths are primal creatures on the line between beast and humanoid, more bear than bugbear. They have a simple language and use basic tools, but they are driven by instinct as much as reason. I can’t tell you how the war between Tolaen elf and quaggoth began. It’s easy to imagine it was the Tolaen that struck the first blow. Of all of the Aereni lines, they’ve always been steeped in war; Tolaen champions are as fierce as any Tairnadal. But it could have been the quaggoths who struck first. They’d never encountered any humanoid species before, and the Tolaen came for lumber; the quaggoths might have seen them as alien and abominable, a foe that had to be destroyed at all costs. Most likely the truth lies somewhere between; the quaggoths saw the elves as defilers, and the Tolaen responded to the attack as they would to an assault by giants or dragons. Whoever struck that first blow, it was no fair fight… and once the Tolaen begin a thing, they see it through. By the time the war was over there were no quaggoths living in the Moonsword Jungle. The Tolaen buried the story along with the bones of the quaggoths, and today there is no Tolaen still living that knows the tale; only the dead and the deathless remember it. 

But not all of the quaggoths died in the Jaelarthal Orioth. As their people were falling, a quaggoth clan fled east, making their way to a place where no elf would follow them—the shunned shadows of the Madwood. The roots of that jungle run all the way to Xoriat, and there are cracks and chasms that lead to the heart of Khyber. The soil soaked up the anger and despair of the quaggoths, and it bloomed in the shadows. A pure force of fury flowered in the Madwood, and it flowed into the veins of the quaggoths. Nothing can live in the Madwood for long, and the quaggoths made their way down into the sheltering darkness of Khyber. There they’ve remained for thousands of years. Their pale fur has forgotten the sun, but their hatred still burns bright… and that fury gives them power. 

DRIVEN BY RAGE

While quaggoths have a simple language, they have always possessed an intuitive empathy that allows them to understand one another. The quaggoths who fled into the Madwood were driven by fear and anger—and hatred of the alien abominations who defiled their home and slaughtered their kin. Through that empathetic link they carried all the rage of the quaggoths that had fallen with them into the Madwood, and the power within that place crystalized that into a force with a life of its own. The Quaggoth Rage is a psychic power tied to every quaggoth descended from those original survivors, in much the same way that the kalashtar are tied to their quori spirits. It is not a sentient entity that communicates with the quaggoths; but it is a potent force within their subconscious, burning anger waiting to be unleashed. Young quaggoths learn to contain this rage, so as not to lash out at their own kind—but it is always there, and can be seen when an injured quaggoth enters their Wounded Fury. Usually a wounded quaggoth has an enemy they can focus on; but when there are no enemies, it can be a challenge for the injured quaggoth to control their rage and avoid attacking their own allies. 

Wounded Fury is a trait all quaggoths share. But some quaggoths have a closer connection to the Rage, and can manifest its power in different ways. Some draw on the Rage to strengthen themselves in battle, but others learn to manipulate the rage in subtle ways. These quaggoths are called thonots. They serve as the spiritual leaders and champions of their people, filling the same role as clerics or paladins. But thonots aren’t drawing on a divine force; they are channeling their own ancestral rage, and their supernatural abilities are psionic in nature. The choices of a powerful thonot can shape the direction of an entire quaggoth community. A Thonot can use their gifts to contain the rage of their people, drawing the anger away from them and helping to maintain a stable, peaceful community. On the other hand, an angry thonot can amplify the Rage, broadcasting it through the empathic connection, driving an entire clan to roam as aggressive nomads seeking endless conflict to satiate their bottomless rage. The Rage is, ultimately, directed at elves—but most subterranean quaggoths have never seen an actual elf. Encountering an elf for the first time can be an intense trigger for even the most peaceful quaggoth; they don’t remember the details of what happened to their ancestors, but they feel an intense desire to spill elf blood. 

The Power of Rage

Under the 2014 rules of fifth edition, all quaggoths possess the Wounded Fury trait. In my interpretation, quaggoth champions could draw on the Rage to produce more dramatic effects. Here’s a few abilities a DM could choose to give to an elite quaggoth. I wouldn’t give one quaggoth ALL of these abilities; the point is to have the Rage manifest in different ways and to make quaggoths interesting and unpredictable.  

  • Reckless Attack. When the quaggoth makes an attack roll using Strength they can choose to gain advantage on the roll; if they do so, all attack rolls made against them have advantage until the start of their next turn. 
  • Vengeful Strike. When the quaggoth is struck with a melee attack, they can use their reaction to make a melee attack against the attacker. 
  • Destructive Fury. When the quaggoth makes a successful melee attack, they can enter a state of fury that lasts for one minute or until the quaggoth triggers its Wounded Fury, whichever comes first. While in this state, the quaggoth deals an additional 7 (2d6) damage to any creature it hits with a melee attack, but when it does so it suffers 3 (1d6) damage that cannot be reduced in any way.   
  • Terrifying Blow. When the quaggoth strikes an enemy with a melee attack, they can channel their Rage to strike with devastating force and terrify their foe. If they choose to do so, both the quaggoth and the target suffer an additional 7 (2d6) damage and the target must succeed on a Wisdom saving throw (based on the champion’s Strength or Dexterity, default 13) or be frightened of the quaggoth until the end of its next turn. 
  • Psychic Howl. When the quaggoth drops to half its total maximum hit points or below, it can immediately use a reaction to emit a psychic howl of pain and rage. All enemies within 30 feet must make a Wisdom saving throw (based on the champion’s Strength or Dexterity, default 13); those who fail are frightened of the quaggoth until the end of its next turn. 

Thonots, Revisited

The 2014 rules give quaggoth thonots Innate Spellcasting (Psionics). The thonot can cast a number of spells without need for components, using Wisdom as their spellcasting ability. This concept works, but the spells don’t particularly fit my concept of the thonot manipulating or channeling rage. As such, here’s a few different options you could grant to thonots, reflecting different ways of harnessing the Rage. 

  • Forceful. The forceful thonot channels the Rage into telekinetic force. They can cast the following spells: Eldritch Blast, Mage Hand; Entangle, Levitate, Shatter, Shield. When cast in this way, Entangle reflects manifestation of telekinetic threads rather than vines.   
  • Fury. The furious thonot projects the Rage as a telepathic assault, terrifying or paralyzing enemies. They can cast the following spells: True Strike, Vicious Mockery; 1/day Cause Fear, Crown of Madness, Hellish Rebuke, Hold Person. When cast in this way, Hellish Rebuke deals psychic damage. 
  • Empath. The rarest form of thonot, the empath uses their understanding of rage to absorb fury, soothing friend or foe. They can cast the following spells: Guidance, Message; 1/day Calm Emotions, Detect Thoughts, Enthrall, Sanctuary. 

This is a general set of rules for reflecting typical thonots. A more powerful thonot could have an expanded spell selection. Beyond this, powerful thonots could have broader abilities that affect a larger region. A thonot fury might modify the Wounded Fury trait of quaggoth allies to trigger when a quaggoth reaches half its hit points. Less mechanically, it would generally drive the quaggoths around it to aggression; a campaign of quaggoth attacks could be stopped by defeating the thonot enraging the clan. On the other side, a thonot empath might have a permanent sanctuary effect—negated for a round if it takes an aggressive action—and reduce the aggression of quaggoths in its clan. 

Scattered Across The Deep

Quaggoths descended into Khyber long ago and were scattered across its passages and demiplanes. As a result, they could be found almost anywhere. 

  • A quaggoth clan could be found in the Realm Below under one a Mror Holdfast; they could be fighting against aberrations, or they could be enslaved by neogi or illithids and forced to fight the surface dwellers.
  • A clan could be allied with Umbragen drow beneath Xen’drik, perhaps joining forces to fight a Sileus Tairn warclan. 
  • A new village in Aundair or the Eldeen Reaches could be plagued by a series of elf disappearances. The murderer is a quaggoth driven by their ancestral fury, not even truly knowing why they are compelled to kill these pointy-eared softskins; this could be the key that draws the adventurers to uncover the hidden shame of the Line of Tolaen. 
  • Thonots are sensitive to rage and hatred. A thonot could be drawn to the heated emotions of Thaliost. A thonot fury might unintentionally amplify the rage of the locals and trigger greater outbreaks of violence; a thonot empath could create a pocket of peace by consuming the rage, even if the locals don’t know the source of this. 

Part of the idea of the quaggoths is that they initially just appear to be aggressive berserkers, but that if adventurers dig deeper they discover that the quaggoths aren’t driven by simple cruelty or by an overlord, but rather that they are haunted by their own ancestral rage. The quaggoths themselves don’t know their perfect history, but adventurers could find a way to get to the truth and to reveal the ancient crime of the line of Tolaen; there may be Tolaen deathless who took part in the original massacre or even set it in motion. Can the adventurers help settle this ancient injustice? 

No Quaggoths? Meet the Gaa’aram.

The world of Eberron can feel kind of crowded when you start squeezing in every monster that’s ever existed. What I like about the quaggoths is the idea of a species scarred by an ancient trauma that has grown in strength and that they carry with them. Quaggoths are aggressive not because they are evil, but because they are literally haunted by the pain inflicted upon their ancestors. However, there’s another way to use these idea—a culture driven by lingering rage, whose champions and shamans channel its power—without adding a new creature to the mix. Meet the Gaa’aram orcs of Droaam—the “Children of Wrath.” Exploring Eberron says…

The Gaa’aram orcs embraced the chaotic, raiding lifestyle of the Barrens. Where the goblins and kobolds were often enslaved by more powerful creatures, the Gaa’aram voluntarily rallied around the most powerful leaders and served as fierce warriors. To an orc of the Gaa’aram, who you fight for is less important than the fact that you fight and fight well. As such, Gaa’aram orcs were often encountered as raiders; they’re the reason for the name of the Orcbone fortress that guards the Gap of Graywall. Gaa’aram orcs can be found in all of the diverse cities, and they’re passionate supporters both of Droaam and their local warlords. 

The Gaa’aram could adopt all of the ideas suggested here for the quaggoths. Rather than being driven into the depths by the elves, the Gaa’aram were driven to the edge of the Barrens by the Dhakaani. Rather than the Madwood, it was Dyrrn the Corruptor who crystalized their Rage and bound it to them, making them another point of chaos in the final days of the Dhakaani empire. The idea remains that the Gaa’aram are linked to their ancestral Rage; it’s not just that they LIKE fighting, it’s that they cannot contain their own anger; it’s only by directing it outward at enemies that they keep from tearing themselves apart. If I were to use this Quaagoth story for the Gaa’aram, I’d do the following. 

  • I’d add the Wounded Fury trait of the quaggoth to Gaa’aram orcs: While it has 10 hit points or fewer, the gaa’aram has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.
  • I’d add thonots to Gaa’aram culture; they could be Vola’Aram, “Wrath Speakers.” I’d likely drop the idea of Gaa’aram empaths, BUT I could see adding mystics with the abilities of the thonot empaths to the OTHER orc culture of Droaam, the peaceful Gaa’ran. A twist would be that the Gaa’ran ALSO feel the Rage but manage to contain it; that they are pacifists because they refuse to give into that burning fury, and that if they began to fight they might not be able to stop. Their secret, essentially, is that they’re always angry. 

As the Gaa’aram are an aggressive part of Droaam and notably make up part of the population of Turakbar’s Fist, this is something you can easily use in a Frontiers of Eberron campaign! 

Why Does It Matter? 

Many of you, like me, may never have used a quaggoth in your campaign and you may wonder why write about quaggoths? As I mentioned above, I like the idea of taking these monsters long depicted as savage beserkers and cannibals and saying that they are in fact driven by ancient injustice and trauma; that they are in some ways prisoners of the pain inflicted upon their ancestors. Beyond that, I like the idea of this parallel to the Kalashtar—that there is a psychic force bound to a humanoid bloodline that can grant them psychic power. And I like the idea of creatures so tied to rage that they can either be drawn to aggression in places like Thaliost—or that, as with the empath, they are so attuned to fury that they have learned to disperse it. Meanwhile, the Gaa’aram have been a part of Droaam since Exploring Eberron. Here again I like the idea that it’s not just that they are a militant culture, but that they are involuntarily tied to this ancestral rage that drives them onward; that if they don’t find an outlet for it, they will essentially explode.

A Gaa’aram orc is an easy option for a player character, if someone chose to explore it. This could be reflected by an orc barbarian, but it could also be a path for any of the psionic subclasses in the 2024 rules, looking to the Rage as the source of their power. Quaggoths don’t exist as a playable species. Aside from their fury, their dominant traits are immunity to poison, a climbing speed, and claw attacks. One option would be to use tabaxi for a quaggoth character; the tabaxi has claws and a climbing speed. The tabaxi’s Feline Agility could be represented as furious adrenaline, or a DM might be willing to exchange it for resistance to poison damage and advantage on poison saving throws. A player character wouldn’t have the Wounded Fury trait, but this could be reflected by a barbarian’s rage. 

So for the thousands of you wondering about the role of quaggoths in Eberron—your long wait is finally over! Thanks as always to my Patreon supporters, who both determine the topics of these articles and make it possible for me to write them—if you want to see more articles like this one, check it out! 

Frontiers of Eberron: New Species

Frontiers of Eberron is available now on the DM’s Guild, in PDF and print on demand! Frontiers focused on the region that lies between the heart of Droaam and Breland, and one aspect of this is that species often considered to be “monsters” are part of everyday life. Because of this, Frontiers includes a number of new playable species, and I thought I’d give a quick glimpse into each of those species and how we approached them. One basic philosophy is the idea that the abilities certain monsters possess in the Monster Manual reflect a mature member of that species who has honed that ability—but that when you get into the overall culture of those creatures, you will find that younger or less experienced members of the species possess a weaker form of that gift. So all medusas have a deadly gaze and all harpies have an enchanting voice—but the starting adventurer from one of these species has a weaker form of that gift than the standard medusa in the Monster Manual. So keeping that in mind, let’s consider the playable species introduced in Frontiers of Eberron

GARGOYLES are creatures of elemental stone. They don’t eat or drink and they don’t sleep or breathe. Their stone substance gives them a high natural armor class. They don’t innately possess wings, but they can sculpt wings by acquiring a general feat. The most common gargoyles are the denizens of Grimstone Keep, which have the classic horned look seen here—but gargoyles sculpt their children, and you could play a gargoyle that’s a statue of King Boranel!

GNOLLS are shaped by fiendish powers and made to be feral warriors, but the gnolls of the Znir Pact have broken the hold of these evil forces and built their own culture. Gnolls can be found in Exploring Eberron, but they play an important role in Droaam and the frontier and are included here as well, updated for the 2024 format.

HARPIES are passionate winged folk who dwell in the high peaks of Droaam. In addition to the gift of flight, the voice of a harpy has power, manifesting initially as proficiency in Performance and the effect of Friends—but feats can allow a harpy to build on the power of their voice to influence and enthrall.

MEDUSAS have serpentine hair and a deadly gaze that can turn a foe to stone. Initially this Gray Gaze is a relatively weak bonus action; a glance slows and harms a victim, but it may take a number of glares before they are petrified. However, like the harpy a medusa can acquire feats that increase the power of their gaze until they can indeed petrify with a single glance.

TIEFLINGS play two roles in this book. As most tieflings in Eberron are created by the influence of the Planes, Frontiers provides Fiendish Legacy options for the relevant planes of Eberron. In addition, it takes a closer look at the Venomous Demesne, a mystical city-state rules by noble houses of hereditary tieflings shaped by ancient pacts and experiments.

WORGS are sentient canids with the power of speech. Possessing speed, keen senses, and a deadly bite, a worg can be a cunning ally or a fearsome foe. Frontiers delves deeper into the history of the Great Pack of Droaam and their role on the frontier. If you want to be a bounty hunter who’s actually a dog, or just to be the best boi ever, the worg is the way to go!

In addition to these Droaamite species, Frontiers presents 2024 interpretations of two classic Eberron options: warforged and dragonmarks. Our version of dragonmarks involves backgrounds and origin feats, offering more flexibility than the species approach taken in Eberron Rising From The Last War—it’s a basic approach that doesn’t deal with Siberys Dragonmarks or Greater Dragonmarks.

If one of these sounds like the next character you want to play, check out Frontiers of Eberron on the DM’s Guild! Frontiers also includes six new subclasses and sixteen feats, along with magic items, monsters, an adventure that will take characters from first to fifth level, and much much more! Thanks to artist Matthew Johnson for the amazing artwork seen here (and in Frontiers!).

Dragonmarks: Muskets in Eberron, 2024 Edition

Part of an image by Caio Monteiro from the 2024 Player’s Handbook

The Last War spurred constant innovation in weapons of war. While Aundair embraced the path of the wandslinger, the southern nations followed a different direction. Breland had long relied on the crossbows of Starilaskur Arms, but in the last decade a new tool emerged. Fernian ash is a byproduct of the elemental binding work of Zilargo. In its standard form it is perfectly safe, but a whispered word of power can unlock the elemental energy in the ash… readying it to be released in a flash of flame. In 994 YK Merrix d’Cannith and Haldon ir’Lashan of Starilaskur Arms worked together to produce the “Brass Dragon”—the first Brelish musket. Mere months later the Mourning shook the world, and the Treaty of Thronehold brought the war to an end before the dragons were produced in sufficient numbers to have an impact on the battlefield. But Cannith South is continuing to work with Brelish foundries to produce these weapons, and Brelish soldiers are training with them; should the Last War begin again, the face of battle may be quite different.

The 2024 Players Handbook includes the musket and the pistol on the standard list of ranged weapons. Where, then, do these fit into Eberron? While the Dhakaani of the Kech Hashraac developed firearms thousands of years ago, they’ve never played a significant role within the Five Nations. Weapons of war split between the use of pure arcane magic—as seen in the siege staff and the blast disk—and the improvement of traditional weapons, such as the Starilaskur Arms SAC-12 crossbow. During the Last War Karrnath and Breland favored the use of the crossbow, Thrane benefitted from a populace widely trained in the use of the longbow, and Aundair pushed toward greater integration of wandslingers; Cyre drew on all of these options. House Cannith worked with local arcanists and engineers to develop unique weapons, as seen with the floating fortresses and the warforged colossus. It’s just such a partnership that produced the brass dragon musket and the copper dragon pistol, often shortened by those who use them to brass and copper. The impact of these weapons on Brelish military tactics remains to be seen. The brass dragon musket hits harder than a SAC-15 crossbow, and it doesn’t require exceptional strength or dexterity to use. However, its effective range is far shorter than that of either the bow or crossbow—equivalent to that of the fire bolt cantrip, but the bolt is perfectly accurate up to its maximum range. Brelish gunsmiths are certain that they can improve this performance, finding a way to improve the range while maintaining the force of the shot. Breland fielded a few elite units of “dragoneers” during the war, and veterans have brought these weapons back home from the war. Beyond this—Breland being Breland—brass & copper have leaked out into the black market. A number of criminal organizations have taken to the use of these dragons. Short range may be an issue on a vast battlefield, but the typical Boromar enforcer rarely engages an enemy more than a hundred feet away.

Brelish muskets employ cartridges of Fernian ash, casually called ash. While safe and stable by default, the bearer of a weapon must activate the ash by focusing on the weapon and whispering a word of power, while envisioning fire. There are many words that work; Ixen in Draconic and Tashaar in Infernal are two common choices, but there are many other options. Ultimately it’s up to the gunner to find the word that works for them and their weapon. A second word calms the ash. This can be seen as a safety on the gun. It only needs to be spoken once to prepare the gun for battle, and it can only be done by the person holding the weapon; you can’t deactivate someone’s musket by shouting a calming word at them. The wielder of the weapon can speak loudly—a warning to the enemy that my gun is hot—or whisper it to the weapon. At the end of the day, this is a cosmetic aspect of the weapon. In theory you don’t want to walk around with a hot gun because the ash is unstable; but in practice, the rules don’t impose any danger of a gun exploding or misfiring. But the principle is that the ash is a supernatural substance that is charged through a very minor spell—though once activated, the action of the weapon is mundane and is unaffected by counterspell, antimagic fields, or anything similar.

Now here’s the crucial question: what do they fire? The standard musket as presented in the 2024 PHB launches a bullet, as one expects a musket to do. And that could be exactly what happens here. But embracing the idea of a weapon loaded with charges of Fernian ash, I would personally change the damage type to FIRE and say that a dragon launches a bolt of flame. This makes the weapon more unique to Eberron and makes it distinctly different from a bow or crossbow, as well as further justifying the name dragon.

The names brass and copper come from the fittings commonly used on the Cannith-Starilaskur models of these weapons. High quality weapons often have dragons inlaid along the barrel. However, a number of Brelish weaponsmiths have produced their own unique knock-offs of the Cannith design. If you use a musket or pistol, consider how you came by it. If you served in the Last War, were you trained in its use there? Did you come by it through the black market, and just take to the design? Is your gun a unique design made for you by an independent gunsmith? Or do you use one of the other options mentioned below?

Art by Cory Trego-Erdner from Eberron Rising From The Last War

Goblin Guns

The Kech Hashraac—the Dhakaani “Keepers of Thunder”—lacked the evocation techniques that led the Five Nations to develop the siege staff; instead, they focused on mundane explosives and all the things that come with them. Hashraac weapons are driven by a volatile substance they call sarvus, “little fire” and are entirely mundane in nature. The Hashraac have been honing their weapons and techniques for centuries, and their firearms are more effective that Brelish copper and brass; at the DM’s discretion, Hashraac could produce the “modern” firearms presented in the appendix of the 2014 Dungeon Master’s Guide. These are intentionally unbalanced when set against the standard weapons available to player characters, and furthermore, the Hashraac are extremely secretive and definitely aren’t selling their weapons to chaat’oor. However, over the course of countless generations, a few Hashraac have left their vault as exiles or explorers and settled among the other dar. Because of this firearms are occasionally found among the Darguuls and other dar. These aren’t the “modern” weapons produced in the Hashraac vault; each one is hand-crafted and unique. Most use the same statistics as the standard musket and pistol, but at the DM’s discretion a dar gun (get it?) could have one or more of the traits of a modern weapon—improved range, improved damage, or having the Reload trait instead of Loading. These are treasured weapons, but it’s always possible an outsider could have acquired one through battle or diplomacy; of course, ammunition could be an issue!

The Mother of Invention

The archfey known as the Forge Maiden is a brilliant artisan who creates something new in every story told about her. Her favored mortals can produce tools that work through a blending of vague science and fey magic. In Aundair, the ir’Smith family were ennobled long ago thanks to the Maiden’s favor and the wonders they produced. The current heir to the county, Adan ir’Smith, has taken a particular interest in firearms and produced an assortment of weaponry over the course of the last thirty years. His simplest weapons use the statistics of the musket or pistol, but his weapons could have one or more of the following quirks…

  • Ir’Smith firearms often deal force damage instead of piercing, firing bolts of energy. He has made a few pistols that deal psychic damage, similar to the Sentira lenses of Riedra.
  • Ir’Smith weapons may use unusual ammunition. Some of his weapons have to be loaded with a secret or a poem.
  • Tied to unusual ammunition, some ir’Smith weapons have the Reload trait instead of Loading.
  • There are a few ir’Smith weapons that are made to kill a specific individual or entity. These function as entirely mundane weapons most of the time, but when used against their destined target, each shot acts as an arrow of slaying.

Part of Adan’s pact with the Mother of Invention is that he never makes the same weapon twice; each one is a unique design. He produces around one weapon a year, and his creations are treasured among the nobles of Aundair. However, he could have gifted a weapon to an adventurer with ties to his family, or someone who earned a blessing from the Forge Maiden.

Adan ir’Smith isn’t the only artisan with ties to the Forge Maiden. There could well be a prince in the Lhazaar Principalities who’s earned the favor of the Mother of Invention and equipped their ships and sailors with cannons and muskets. The key is that if these are tied to the Mother of Invention they will on some level be magical and strange; nothing she touches is mundane.

The wandslinger Three Widow Jane by Matthew Johnson

What About Wandslingers?

The purpose of this article is to suggest a few ways to use the firearms that are now part of the 2024 Players Handbook. But just because I’m offering ideas for the people who want to use pistols and muskets doesn’t mean you have to! From the beginning, one of the core principles of Eberron was to consider the way magic could be used to find different solutions to problems than what we use in our world—the siege staff instead of the cannon, sending instead of the cell phone. As such, I’ve suggested places for muskets in the world. But I still personally prefer to dig into the wandslinger, and that’s just what we do in the upcoming Frontiers of Eberron: Quickstone. The book includes optional rules for differentiating arcane focuses, a Fighting Style feat for martial wandslingers, four general feats tied to different sorts of focus, two subclasses for wandslingers (the College of Wands Bard and the Nemesis Sorcerer) and more… along with special rules for running an arcane duel! In my campaign, Aundair made the most widespread use of wandslingers during the Last War, but as called out in Exploring Eberron, every nation fielded wandslingers and they can be found across the Five Nations. So if you’re looking to draw wands at high noon, check out Frontiers of Eberron! And I’ll point out that the PHB pistol deals 1d10 damage with a range of 30/90, while a wandslinger with fire bolt deals 1d10 damage with full accuracy to 120 feet, and never runs out of ammunition! Yes, the wandslinger needs training… but so does the gunslinger, given that the PHB pistol is a martial weapon. The point is that Eberron is a world of widespread magic where cantrip training isn’t especially remarkable. And I’m not saying that Frontiers has a Wandslinger background that grants Magic Initiate (Wizard)… but it might! So if you love the idea of a character with a pistol, use a copper dragon or a feytouched pistol from Aundair, with my blessing! But also consider if that same idea might be just as cool if you had a brace of dueling wands, like Three Widow Jane above…

Thanks as always to my Patreon supporters for asking interesting questions and for making these articles possible!

Frontiers Preview: Chapter Six and Breggan Blackcrown!

Frontiers of Eberron is coming out on September 17th! You can preorder it now and get a free Roll20 Conversion of the adventure “Heart of Stone.” For now, here’s a sneak peek at the opening of Chapter Six, so you can see the new creatures that are included in the book! The first two pages were posted on social media, but here’s the next two pages as well, introducing the bandit queen Breggan. Her stat block is on the next page, but you’ll have to get the book for that! meanwhile, my patrons already have previews of the College of Wands Bard and the Merchant of Misthaven. If you want to get access to those—and to support my writing on this site—join my Patreon!

Monsters of Eberron: The Bodak

The bodak. Art from Mordenkainen Presents: Monsters of the Multiverse.

The plane of Mabar embodies the end of all things. It hungers to consume all light and life. It is one of the most common origins for the restless dead, as the corpse becomes a conduit for the hunger of Mabar, a vessel through which it can consume life energy. This can be seen in the bloodlust of the vampire or the life-draining touch of the wight, but it is especially obvious in the vile bodak. This creature has a hollow void where its soul once was—a direct channel to the Eternal Night. When it opens this maw, a bodak emanates an aura of annihilation, sucking the life force of all things around it down into Mabar. Worse still, the eyes of a bodak are pits of shadow that rip at the soul of anyone who meets its gaze, tearing out the essence of the victim and pulling it down into the relentless void within the bodak.

Bodaks rarely rise on their own. A bodak can only be formed from the corpse of someone who has studied the necromantic arts or devoted themselves to a malefic spirit—someone whose soul has already been scarred by their choices. Their master consumes the soul of the servant and uses it to create a bridge to Mabar. But the master maintains a tie to the bodak that remains until its final death. A bodak’s master knows everything the foul creature sees or hears… and if they so choose, the master can assume direct control of a bodak and speak with its voice. The great explorer Bendolos Bin Dolas once faced a bodak that spoke with the voice of the Keeper itself, demanding a toll in souls for safe passage. It is possible a once-mortal creature such as a lich or vampire of great power could create a bodak of its own—a servant who could serve as their eyes and ears within the world, preserving their master from any exposure or risk.

Dorius Alyre ir’korran, the Manual Maleficent

In the past, I’ve talked about the role of Sphinxes, Perytons, Cyclopes, Lamias, and Hags in Eberron. Going forward, I’m going to make this a make this a regular series of articles—considering the roles of interesting creatures in the setting. The bodak was requested by one of my patrons in August; I’ll be posting polls on Patreon to determine the subjects of future articles. In the meantime…

WHAT’S A BODAK?

Like many creatures in Dungeons & Dragons, the bodak has its roots in real-world mythology but has ventured far from those roots. The gaelic bodach is alternately a trickster spirit or a harbinger of doom and death. D&D made the bodak an evil being distinguished by a deadly gaze. Different editions give it different origins, but I’m drawing on the Fifth Edition lore and mechanics—saying that a bodak was once a mortal servant of a malevolent entity and now acts as an extension of its master. Keeping that in mind, let’s look at the distinguishing mechanical features of the Fifth Edition bodak, as presented in Monsters of the Multiverse.

Corporeal Undead. The 5E bodak is a medium undead creature. It is immune to necrotic and poison damage; resistant to cold, fire, and non-magical bludgeoning, slashing, and piercing damage. It can’t be charmed, frightened, or poisoned, and it doesn’t eat, drink, or sleep. In my campaign, all of this reflects the fact that it is an animated corpse. It’s not that it is actually resistant to physical damage—that a sword can’t penetrate its flesh—it’s that wounds that would hurt a living creature are irrelevant to the bodak. You can drive a spear into its heart and it doesn’t care, because it’s not using its heart any more. Reducing a bodak to zero hit points means that you are destroying it—crushing bones or severing body parts until there’s not enough left of it to pose a threat. This is something I like to call out when fighting corporeal undead because it’s so different from fighting living creatures. Hit points can reflect skill or luck, an enemy parrying your attack or slipping out of your reach. But when hit the bodak for 20 slashing damage, I’ll say that your blade sinks deep into its arm, severing its bicep—a crippling blow—but that it just swats the blade aside and reaches out for you. I want to emphasize that this is a walking corpse. Its resistance to fire damage isn’t because it can’t be burnt; it’s because it doesn’t feel the flames.

Sunlight Sensitivity. A bodak suffers 5 points of radiant damage when it starts its turn in sunlight, and has disadvantage on attack rolls and ability checks while in sunlight. I’d highlight that the bodak is a corpse animated by shadow—and that sunlight eats away at that animating force. It’s not that the bodak physically burns; it’s that it hisses and writhes in agony, that the shadows in its eye and mouth boil away… and that if it’s somehow kept in sunlight until it is destroyed, it just collapses, becoming a entirely mundane corpse. The radiant damage isn’t to the body, it’s to the animating spirit.

A Consuming Void. When a bodak attacks physically, it uses its fist—inflicting 1d4 bludgeoning damage plus 2d8 necrotic damage. To me, it’s noteworthy that the bodak doesn’t attack with claws or teeth; it strikes with a fist for a fairly minor amount of physical damage. But it inflicts a significant amount of necrotic damage. It also has the option to activate an Aura of Annihilation, which inflicts 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak, aside from undead or fiends. So, it inflicts necrotic damage with its touch and with its very presence. But what does this LOOK like? What’s the experience of it? Like Dorius ir’Korran, I like the idea that the bodak is a conduit for the hunger of Mabar. There is a gate within the bodak, and when it opens it, all life energy within 30 feet is sucked into the bodak and down into Mabar. It’s a walking black hole. The Aura is a fairly slow, minor effect; the touch is more powerful. But they point is that when a bodak “attacks with its fist” I wouldn’t describe it as taking a swing—I’d say that it lays its palm on its enemy and they feel their life force being ripped out of them and drawn into the bodak’s hand. A secondary aspect of this is that the Aura of Annihilation is described as affecting “creatures”—but I’d extend that to vegetation. When a bodak activates its aura, it drains all the life from the area around it. Plants will wither. I might even have colors drained of their intensity… so when you come to a place where a bodak has unleashed its power, everything will be dead and gray.

The Deadly Gaze. The Fifth Edition bodak has two gaze-related attacks. Death Gaze is an innate ability that activates when a creature that can see the bodak’s eyes starts a turn within 30 feet of the bodak. The victim must make a constitution saving throw or take 3d10 psychic damage; if it fails the saving throw by 5 or more points, it’s reduced to zero hit points. This ability has no effect on creatures that can’t be frightened. Meanwhile, it also has Withering Gaze, an active attack that inflicts necrotic damage on a target. Withering Gaze cannot be avoided (although a successful Con save cuts the damage in half); it has a 60 foot range; and the victim doesn’t have to be able to see the bodak’s eyes.

In my mind, these are two entirely different effects. Withering Gaze is an extension of the “Consuming Void” idea I mentioned earlier. A bodak is a conduit to Mabar. When it glares at a target, it sucks the life out of them (necrotic damage). Someone with great constitution can resist this, but never completely; when a bodak looks at you, you can feel your life being ripped out of you and sucked down into its eyes. By contrast, Death Gaze isn’t an attack on the part of the bodak itself—it’s something that just happens when a living creature looks into the fully opened eyes of the bodak. It inflicts psychic damage rather than necrotic and can’t affect creatures immune to fear. I’d tie this to the idea that Mabar consumes hope. When you look into the eyes of a bodak you’re staring into the Void of Mabar, and it rips away the will to live. While creatures immune to fear are immune to the effort, it’s less about terror and more about absolute, crushing despair. But essentially, it’s a side effect. The bodak chooses to target you with its withering gaze; the death gaze is what happens when you look into its eyes. However, having said that…

What does a bodak LOOK like? Neither the Fourth Edition Monster Manual or the Fifth Edition Monsters of the Multiverse describe the appearance of the bodak in text. Mechanically, we know the bodak doesn’t have claws or a bite attack. The picture above is from Monsters of the Multiverse, and suggests withered flesh and a oversized, distended mouth. In my campaign, I say that the appearance of a bodak varies based on the power that created it. What defines a bodak is that it a corpse animated by shadow, filled by the essence of Mabar. But that can manifest in different ways.

  • Bodaks tied to the Bone King are withered, with desiccated flesh stretched tight over bone. Veins of shadow shift and writhe beneath their skin; occasionally the flesh cracks and shadow leaks out like wisps of smoke. The mouth of such a bodak is filled with shadows, but it is not distended like some of the others.
  • The bodaks of the Empress of Shadows look like the image above. The energy within the corpse twists and reshapes it, creating a hunched and twisted figure. The mouth stretches dramatically and is filled with shadows, and this comes to another twist. When using bodaks tied to the Empress, I’d say that it’s their MOUTH that’s the threat, not their eyes. When the bodak uses “Withering Gaze” it’s opening its mouth wide and sucking in the life force of a victim; and it’s looking into the gaping maw of the bodak that triggers the “Death Gaze” effect.
  • Bodaks created by Mazyralyx see their bones slowly shift as they develop draconic traits. They can be mistaken for dragonborn, but notably they don’t have scales on their withered flesh; it’s just the bones that twist. They grow claws and inflict slashing damage with their physical attack. The Death Gaze of these bodaks is caused by looking into their eyes, but the “Withering Gaze” manifests as a sort of breath attack; the bodak spews a bolt of shadow at its target. Powerful bodaks of Mazyralyx can extrude or retract wings of shadow as a bonus action, gaining a fly speed equal to their walking speed.
  • When Lady Illmarrow creates a bodak, it retains its appearance from its mortal life. All color is leached from its skin. Its veins are filled with shadows instead of blood, but initially this effect is subtle. The eyes of the bodak are flat and expresionless, but they are initially eyes of flesh and blood. All of this changes the first time the bodak activates its Aura of Annihilation or uses one of its other traits. When it opens up the conduit to Mabar, its eyes are consumed and transformed into wide pits of shadow. The dark veins beneath its skin expand and can be seen pulsing beneath the pale flesh. Shadows drift from its mouth like mist. When its Aura is inactive, the shadows beneath its skin subside a bit and mist stops drifting from its mouth, but its eyes remain deep sockets of despair.

A final point to this is that the bodak is a humanoid that has been transformed. It’s presented as a medium creature, implying that it was a medium creature in life. But a bodak could potentially be created from a halfling or from an ogre. A halfling bodak might use the standard stat block while just being a small creature. If I was using a bodak made from an ogre or a true giant in my campaign, I’d likely create a new stat block for it, reflecting greater mass and physical power.

MALEFIC SERVANTS

Bodaks are extensions of Orcus’s will outside the Abyss, serving the demon prince’s aims and other minions. Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly.

Mordenkainen Presents: Monsters of the Multiverse

In life, a bodak must be a devotee of a malevolent power. The devotee performs a ritual that binds their spirit to their master; this requires an arcane mark to be inscribed over their heart. Any time thereafter, the master can use that bond to consume the soul of the servant—filling the void so created with a conduit to Mabar. The bodak maintains vague memories of the devotee, but it has been hollowed out and has no will or desires other than to serve its master; likewise, it loses the vast majority of the skills it possessed in life. When Lady Illmarrow trains her apprentices in necromancy, she demands that they undergo the bodak ritual. The apprentices thus marked hope to develop such great skill that Illmarrow will consider them too valuable to consume, as a bodak lacks spellcasting ability.

A bodak is linked to its master by the thread of its lost soul. The master can actively monitor a bodak, directing its actions and speaking through its mouth. While the master controls the bodak at such times, it isn’t directly inhabiting the bodak’s body; notably, when Lady Illmarrow controls a bodak she can’t grant it her spellcasting abilities. Most of the time, a bodak is following the direction of its master but it isn’t being actively monitored, let alone controlled. But an important element is the fact that the bodak’s master can recall anything the bodak has seen or heard. So while the master might not be directly controlling a bodak when a group of adventurers destroys it, the master can reel in the thread of its soul and study it, recalling all that it saw and heard up to the moment of its death.

From a metagame perspective, this is a fantastic way to introduce a recurring villain. If your party of adventurers are 4th level, they aren’t ready to encounter the lich Lady Illmarrow… and besides which, Lady Illmarrow wouldn’t personally leave Farlnen to take part in a minor operation in Ardev. But she might send one of her bodaks to assume command of an Emerald Claw cell. And when the paladin strikes the final blow, the bodak speaks a final phrase in a different voice—Too late, little light. I have what I needed. The adventurers have defeated the Claw and saved innocents, but Illmarrow was looking for a piece of information, and she got it. The next time they fight a powerful Claw sell, there’s another bodak… and in the final battle, it too speaks with Illmarrow’s voice. Now she’s curious about them. Who are you, little light? Why do you fight me? I’ll learn eventually. Continue to oppose me and I won’t just kill you. I’ll take everyone you love and bind their bones to my service. The next time adventurers encounter the Emerald Claw, they may realize that they need to kill the bodak as quickly as possible, before it even sees them—because they have to blind Illmarrow so she doesn’t know what’s happened. These bodaks themselves can become more powerful, either with general boosts or because they have magic items (that adventurers can take from them… but are these powerful weapons cursed when attuned by the living?). The point is that in fighting her bodaks, the adventurers get to interact with Illmarrow long before they are ready to face her directly… and they get a sense of her personality and plans. They could even have a lengthy parley with her, as she attempts to lure them to her cause. While the loss of a bodak is an annoyance, Illmarrow herself isn’t in danger; so she can be a little casual in her dealings. I am older than your civilization, child. I am eternal. Kill this vessel and I’ll raise another. And eventually you will serve me, whether by choice or when your bones dance for me.

With this in mind, there are a few beings that can create bodaks. The Bone King and the Empress of Shadows are Dark Powers of Mabar, and they sometimes use bodaks as agents and eyes in the material plane. However, they rarely have NEED of such agents or eyes. Often what happens is that one of them will create a bodak for a particular purpose—perhaps the Bone King wishes to speak directly to a warlock or vampire tied to him. Once that conversation is over, the master has no use for the bodak—but it lingers in the material plane. It’s possible the creator would order the bodak to serve their mortal ally; or they might just abandon the bodak and leave it to wander the world, killing again and again as it seeks to fill the bottomless void in its heart.

There are two powers native to the material plane known to use bodaks; these are described in more detail below.

Lady Illmarrow, the Lich-Queen of Farlnen

As noted above, Lady Illmarrow forces her students and champions to undergo the bodak ritual, swearing oaths to their queen and carving her sigil over their hearts. As long as they serve her well, they have nothing to fear. But should they disappoint her or betray her, she can rip out their soul from afar and create a new bodak. Illmarrow can only maintain seven bodaks at a time, and she uses them as her eyes across Khorvaire—sending them to monitor important operations or to ensure the loyalty of a cell commander who might be wavering. Should one of her bodaks be destroyed, she can potentially create a new one from afar, as long as she has a marked minion in the region. It’s worth noting that she can’t just mark anyone; participating in the ritual requires a talent for Arcana and necromancy. So Illmarrow marks her students, but she can’t just mark the rank and file soldiers of the Emerald Claw.

Illmarrow’s bodaks retain much of the appearance they had in life. They have been hollowed out, but they still retain a shell of their original personality. These bodaks typically have an Intelligence of 12 (rather than the default of 7); they are capable agents pursuing Illmarrow’s agenda, not just slavering monsters. But they are still entirely bound to her and cannot question her orders. One option to consider is that when a bodak kills a mortal, it may gain a little strength and personality. This means that older bodaks may be more powerful and independent, which can make them useful to Illmarrow—but also, she doesn’t want them to become too independent, and may destroy a bodak that’s been around too long. This is a way to have adventurers encounter more powerful bodaks—and also potentially to have a story about a bodak trying to find a way to sever its ties to Illmarrow, which is hard when she can recall everything it sees and hears…

As noted above, bodaks are a great way to introduce Lady Illmarrow to adventurers early in a campaign. Bodaks are powerful enough to intimidate a squad of Claw goons, but not as deadly as a vampire or a death knight. They can provide a consistent “face” for the Emerald Claw—so adventurers feel like they are fighting Illmarrow, not just groups of thugs. A bodak could even have a limited Hat of Disguise that projects Illmarrow’s image over the creature when she is in direct control of it—so it doesn’t just speak with her voice, it reminds people exactly who they are dealing with.

Mazyralyx, the First Dracolich

The ancient dracolich Mazyralyx dwells in a vast cavern in the Demon Wastes, where he sits atop a vast hoard of bound souls and treasures gathered across the ages; it’s no wonder that some mortals call this the Lair of the Keeper. But Mazyralyx serves the overlord that created him—Katashka the Gatekeeper. Mazyralyx can maintain twelve bodaks; a few are nearly as old as the dracolich himself, but he replaces them as they are destroyed and the youngest of them are just a few years old. Mazyralyx uses his weakest bodaks to watch and assist cults of the Gatekeeper (as described in Exploring Eberron); most of the time such a bodak will just act as a guardian and enforcer for the living cult leader, but all know that it can speak with the voice of their true master. Katashka cults generally seek to become undead, but they knowingly or unknowingly serve the overlord by spreading fear of death and the undead, and the bodak will drive that agenda. Mazyralyx’s elder bodaks work with the Gatekeeper’s servants among the Lords of Dust, carrying out the Prophetic schemes that could one day free the overlord.

Beyond this, like the Keeper he resembles, Mazyralyx loves to collect interesting souls and treasures. His bodaks don’t pull souls into Mabar; instead, they draw the souls of any creature they kill with their “Withering Gaze” (which manifests as a shadowy breath weapon) to the dracolich’s hoard in the Lair of the Keeper; such a creature can only be returned to life through the use of a wish spell or by stealing the bound spirit from the Lair of the Keeper. At the DM’s discretion it could take time for the bodak to “digest” the soul—so if it is killed within one day, the soul is released to Dolurrh and can be raised normally. What this means is that Mazyralyx’s bodaks can show up targeting particular mortals or seeking a treasure that has caught the attention of the dracolich. It may not be clear how or why Mazyralyx has developed an interest in his prey; perhaps he’s heard of it through a Gatekeeper cult, perhaps he learned of it through the Prophecy. The point is that the people he targets are surely remarkable in SOME way—but it may not be clear to a mortal observer just what makes them special. These bodak reapers may have the ability to animate lesser undead; a target could be herded to the bodak by zombies or shadows. Typically, Mazyralyx abandons a hunt if a bodak reaper is destroyed; so it may be a challenging battle, but it is possible to escape the dracolich’s grasp.

In conclusion…

That’s all I have to say about bodaks at the moment. If you’ve done something interesting with a bodak in your campaign, share the story in the comments! In other news, Frontiers of Eberron is now available for preorder, and if you preorder you get the d20 conversion of the adventure “Heart of Stone” for free! If you plan to get a physical book with Print on Demand, you WILL be credited if you already have the PDF and get the PDF + Print bundle—so the only reason not to do the preorder is if you ONLY want the book in print, and no PDF. Beyond that, I want to thank my Patreon supporters for making articles like this possible—as I said above, patrons will have the chance to vote on the next obscure monster I write about!