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!

DragonCon 2024!

I’m getting ready to head to DragonCon in Atlanta. If you’re going to be there, here’s where you can find me!

Friday 1 PM – 2 PM, Cent. I Hyatt

WORLD BUILDING 101

Come listen to the creators of the Forgotten Realms, Eberron, the Alien RPG and more on the topic of world building, whether at the tabletop or for other media!

Friday 2:30 PM – 3:30 PM, Augusta 3 Westin

GAME MASTER BAG OF TRICKS

While we may have some panels on GM advice, what about those little corner tricks that some GMs have, like remembering names or using props? Talk to our industry professionals about those little, tiny tricks that people can use to speed up, spice up, or make your games epic!

Saturday 2:30 PM – 3:30 PM, Peachtree Ballroom Westin

50 YEARS OF DUNGEONS AND DRAGONS

Join some of D&D’s long-time creators and authors for this grand panel! We discuss the origins of D&D as well has how the game, the culture, and audience has changed over the past fifty years.

Sunday 11:30 AM – 12:30 PM, Augusta 1-2 Westin

EBERRON – KEITH BAKER SPEAKS!

Spend an hour with Keith Baker as he talks about all things Eberron!

Sunday 4 PM – 5 PM, Peachtree Ballroom Westin

LEGACY OF WORLDS – LIVE!

Join some of the titans of our industry as we play a live game of Dungeons & Dragons!

Sunday 5:30 PM – 6:30 PM, Augusta 1-2 Westin

THE FOUR CARDINAL DM SKILLS

Our special panel features some of the most prolific & dynamic GMs the hobbies have to offer! Here we discuss – Reading the Room, Thinking on Your Feet, Pacing, & Creating Memorable Moments!

See you there!