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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…
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.
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.
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!
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!
My new book Frontiers of Eberron: Quickstone is coming out in September! Here’s what you need to know.
I began developing Frontiers in 2020, but the pandemic and other issues forced me to place it on hold until now. However, I have been running a campaign in Quickstone for my patrons over the last few years. Here you can see the town map, as depicted by the amazing Marco Bernardini! Over the next few weeks I’ll be giving patrons a sneak peek at some of the content, so if you can’t wait, check out my Patreon! And I’ll be posting more details here in the days ahead.
Frontiers of Eberron is coming out in September! I am holding a live Q&A at Noon Pacific time TOMORROW, Saturday August 17th, to discuss the book. This is on my Patreon Discord channel, so you have to be a Threshold patron to participate. Even if you can’t attend live, the session will be recorded and shared for patrons. So, that’s a thing. Another benefit of being a Patron is that you get to ask me questions. Questions like…
The principle of Hellfire Weapons is that they catch the souls of creatures killed by them and turn them into lemures on the River Styx, where they are recruited to fight in the Blood War. Eberron doesn’t have the River Styx or the Blood War. So what’s the point of Hellfire Weapons? Off the top of my head, I have three ideas.
One option is to tie them to Shavarath. Say that they’re tied to the Legion of Tyranny and that they catch souls and turn them into devils fighting for the Legion. On the surface, this fits the core idea—recruit you into an army of devils fighting an extraplanar war. But there’s a few issues, notably that mortal souls ALREADY fight in Shavarath. Every mortal projects a conscript into Shavarath, the same way you project a dream self into Dal Quor when you dream. In this very moment, you ARE fighting in the Eternal Battleground. Which makes Hellfire Weapons slightly redundant. The catch is that your conscript-self is recruited by whichever Legion most closely matches your values and nature; the Hellfire weapon would catch your soul and force it into service for Tyranny. If I ran with this idea I’d make it an extremely new development likely initiated by a mortal: the immortals of Shavarath have been fighting their war since the dawn of creation and don’t do dramatic innovation. The idea would be that a mortal (Warlock? Artificer? Dragon? All of the above?) came up with this plan, theorizing that this would be a way to slowly but inexorably shift the balance of power in Shavarath.
Having said that, this isn’t an option I’d use. The whole point of Shavarath is that it’s AN ETERNAL BATTLE. Everyone comes back. It’s not really an interesting backdrop for a CAMPAIGN… and also, again, it’s not really SUPPOSED to be a situation driven by dramatic shifts. Which brings us to option two. What I’d do is to keep the core idea of the hellfire weapon—if it kills you, you are reborn as a devil in a hellscape, stripped of memory and forced to fight—and dump the part where the battle takes place in another plane. That’s right: I’d say that hellfire weapons are manufactured by the Lords of Dust, and you don’t return to the River Styx, you return in THE DEMON WASTES. I’d say that this was a recent breakthrough in Ashtakala—facilitated by Hektula and Sul Khatesh—and that Rak Tulkhesh and, say, Eldrantulku are recruiting forces into the Demon Wastes in this way. In theory they are going to raise a vast army of corrupted mortal souls and roll over the Ghaash’kala and into Western Khorvaire… but for now, they’re mainly fighting each other. So as a campaign, you get killed with a hellfire weapon and find yourself as a lemure in the Demon Wastes, assigned to fight alongside one of the Carrion Tribes against rival Carrions. If this sounds interesting, check out this recent article on the Demon Wastes!
A third option—and the one I’d personally use—would be to say that the weapons are forged by Mordakhesh (albeit with the help of an innovative mortal artificer) and send your soul to the Bitter Shield, the heart demiplane of Rak Tulkhesh, which is another realm of endless war. In theory, again, Rak is building up a massive horde of soul-soldiers who will on day emerge to terrify Eberron, but in the meantime you are in a realm that is the heart of an overlord of war. There could be a river of blood there where you wash up that washes away some memory, filling the Styx role. You’re adjacent to Eberron, but is there any way for you to return to it? Unlike the other scenarios, in the Heart of Rak Tulkhesh the war truly is pointless; the “enemy” might change every day. But this could also be an interesting opportunity to explore a series of epically impossible conflicts, because this is essentially the dream of an archfiend of war. You and your fellow adventurer-recruits are assigned to a squad, and while everything around you changes from day to day, your squad sticks together. Today you need to sneak into a citadel mounted on the back of a tarrasque and kill the commander. Tomorrow you need to hold a narrow pass against a swarm of berserkers. What fresh terror will come up the day after that?
I haven’t read Descent Into Avernus, where Hellfire Weapons come from. so I don’t know how it handles the idea that the adventurers have been recruited into an endless, immortal war… specifically, how it handles death. If you return after you die, then why does any of it matter? Why is it exciting to try and infiltrate the Tarrasque Fortress; why not just jump off it and die? If I was running the session, I’d run with these principles…
With all this in mind, a thing I’d at least consider is to not run this as a D&D campaign at all, but rather to use my own RPG system, Phoenix Dawn Command, which is all about death and rebirth. I’d just tweak the Phoenix system a little so that the schools represent different types of fiends; add the “mortality” element; and say that if you die seven times, you fully become a fiend and you’re lost.
Anyhow, I know this is very different than how they work in Descent to Avernus, but that’s how *I* would use Hellfire Weapons! And in case it’s not obvious, in all of these cases the soul is being diverted from its proper path—Dolurrh and whatever lies beyond. So it’s possible the Queen of the Dead might eventually take an interest once this hits a critical mass…
It is a basic principle of Eberron that immortals cannot be destroyed, but that they cannot reproduce—that an overlord is a finite pool of energy, and it supports a finite number of fiends. It’s possible that Hellfire Weapons are a new development that changes that, and there’s a simple precedent for how it would work: It’s a core belief of the Church of the Silver Flame that virtuous mortals join with the Flame after death and strengthen it. If this is actually true, it means that mortal souls are an energy source that can merge with and strengthen a source of immortal power. So it could be that a brilliant mortal artificer—and I say mortal because this is where I’d highlight that mortals are more innovative than immortals—has studied this and figured out a way to do the same for the overlords, binding mortal souls to strengthen the overlords. But even then, mortals bound to the Silver Flame don’t become full fledged celestials. And with that in mind, I’d say what’s happening with Hellfire Weapons is something entirely different. What APPEARS to happen is that a mortal killed by the weapon awakens in a new place as a weak fiend, and with each death they become more and more fiendish until they are full fiends. To an outsider this LOOKS like a new fiend is being born. But that’s not what’s happening at all. Remember that MOST of the fiends tied to an overlord were bound along with it; rakshasa are the most common native fiends because they were best able to escape this binding. What’s going on with Hellfire Weapons isn’t the creation of a new fiend; it’s that the mortal soul is being connected to a fiend bound by the Silver Flame and used as a means of escaping the Flame. Which is why you don’t want to die even though you’d get more power, and why the final fiend becomes an NPC—because it’s NOT the adventurer, it’s an ancient fiend who has hollowed out their soul and used it to escape.
So again, the point is that fiends ARE finite — Hellfire Weapons are a way to bring more fiends into the world, but it’s done by freeing them from their bonds.
Thanks again to my Patreon supporters for interesting questions and the support that makes these articles possible!
It is said that love is the origin of the lamia—deepest love of primal evil. A warlock may seek power from one of the foul overlords, but only the most remarkable can truly embrace their masters—loving Tyranny, War, Treachery, Secrets—and they are forever changed by this experience. The touch of the overlord burns their mortality away, freeing them from all fear of time but stripping them of the ability to sire or carry new life. Their bodies are reshaped in the feline mold of the spirits they embrace—though there are tales of lamia that are serpentine in appearance. If true, is this a reflection of the overlord that has touched them, or is it evidence that the rakshasa themselves have not always favored a feline appearance? Whatever the truth, the lamia retains half of its mortal form, and the lower shape of a beast. Like the rakshasa, it has the power to deceive and to charm mortals. The behavior of a lamia reflects the fiend it so loves. One that loves Tyranny will be a petty tyrant; one that loves Secrets may conceal itself in a place of knowledge, while one that loves Treachery will surely go into a place filled with people, where factions can be created and bloody feuds can be set in motion…
Dorius Alyre ir’Korran, The Manual Maleficent
The Age of Demons came to an end when the fiendish overlords were bound by the Silver Flame, along with their mightiest servants. But a few fiends slipped through the wards… especially the sly rakshasas, resistant as they are to all forms of magic. Ever since then the rakshasa have moved secretly among mortals, manipulating families and nations in pursuit of Prophetic ends. Along the way, countless mortals have been drawn into cults and into the service of the overlords. And a few among these attracted the attention of the greatest unbound servants of the overlords—the prakhutu. Rakshasas are immortal, and do not reproduce biologically. But there are consequences to loving a fiend. Those mortals who form a true union with a prakhutu—and through this lesser fiend, to the overlord itself—can be transformed by the experience, imbued with partial immortality and a spark of fiendish power. This is the origin of the lamia. Ultimately, immortals are ideas—and a lamia loves the idea of an overlord so deeply that it has become a part of them, forever changing them in the process.
The Monster Manual describes lamias as hedonistic tyrants, saying “Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants.” This is a perfect description of a lamia devoted to the overlord Tol Kharash, and there are such lamias living in the Barrens of Droaam. Some of the weaker lamias have embraced the Daughters of Sora Kell, and they are recognized as chibs within the structure of the nation. But there is one of greater power that defies the Daughters. Hezhala was once a hobgoblin dirge singer. She was seduced by the glorious vision of Tol Kharash and his avatar in that age, seeing in her mind an empire driven not by muut and atcha but rather by the adoration and fear of the perfect empress—her. She blends the powers of lamia and bard, and her words can break the minds of those that hear her. Centuries ago, she returned to the ruins of Ashar Draal, the city of her birth. Much like Ashtakala, Hezhala cloaked Ashar Draal in illusion. She bound a host of goblins to her will, along with ogres and orcs that she cloaked to have the appearance of bugbears and hobgoblins. She ruled an echo of the Dhakaani Empire, not as it was, but as it would have been under her rule. When Sora Teraza came to Ashar Draal, the blind sister wasn’t fooled by the illusions. She offered Hezhala the chance to be a part of something greater—to live in reality instead of clinging to illusion. But she would have to release her hold on her ensorcelled thralls—to embrace the Daughter’s vision. Hezhala refused; she was an empress and would not serve another, no matter how powerful they were. She ordered her champions to kill Sora Teraza, and that was a mistake. When Teraza returned to Ashar Draal, she came with Maenya’s Fist behind her. The city that had long been ruined was reduced to rubble, and today it is known as the Fallen Demesne. Hezhala’s fate is a mystery. She may be bound in chains below the Great Crag; or she may have escaped, and even now she may be dreaming of how she will one day rule the new nation the Daughters are building.
Hezhala is more powerful than a typical lamia. But the point remains: she is a lamia of Tyranny, a lover of Tol Kharash, and she seeks to rule her own petty domain. There are others like her at large in the Barrens. But this is not the only path a lamia can take…
Often a lamia will directly manipulate and rule a force of mortal thralls. However, some lamias love to embrace a talented mortal following the same path that they did. A lamia of Sul Khatesh may find an arcane prodigy and act as an advisor, encouraging the mortal student to start a coven. Lamias living among mortals sometimes start families; while lamia can’t have children of their own, they will steal mortal children and raise them, building families from scratch and guiding the family from the depths of their manor.
All lamia have ties to a prakhutu, but direct contact between them was fleeting and in the past. They love the overlord, and more specifically the idea of it. Lamia don’t usually have direct supervision or guidance from the Lords of Dust; they are usually left to follow their own instincts. However, a lamia may well be helping a prakhutu enact a particular path of the Prophecy — even if they don’t know it. But I could imagine a party of adventurers defeating a lamia in the deep library of Arcanix, only to hear a voice from the shadows…
“Alas, poor Halarax. I always knew it would end this way, but it’s still a shame to see your lovely story end.” Time stands still as an old woman emerges from a book-lined passage. As she moves toward the fallen lamia, her form shimmers, and you see her feline shape, arcane sigils inscribed on her fur in steaming blood. You can feel her age, her power, and her sorrow. She stares into your eyes as she easily lifts the massive corpse with her twisted hands. “I cannot touch you today, little children. But one day… you will pay for killing my lover.”
And then she and the corpse are gone, and you can move again.
The lamias of Eberron typically have the lower bodies of tigers, a reflection of the rakshasa. However, a lamia can have a different appearance if that fits its story. Lamias were once mortal and their upper body reflects that original mortal form. A lamia under Arcanix might be a human or an elf. A lamia in the Barrens might have the torso of a hobgoblin or even of a minotaur. In creating a lamia, consider its history. Lamias have limited immortality; they are immune to the effects of aging, but they can be killed. Nonetheless, Hezhala was a dirge singer before the fall of Dhakaan; consider the things a lamia might have seen, the mortals it might have known. And as shown with Hezhala, a lamia could have greater powers than the basic stat block provides.
Dream Vampires. Many lamias lose the ability to dream as part of the price of their immortality. One myth says that lamias can remove their eyes, and must do so in order to sleep. While this is unlikely, some dreamless lamias learn how to form a connection to the dreams of mortals—to experience dreams through their victims. Such a lamia gains the ability to cast dream once per day, targeting a creature that has been affected by its Idyllic Touch within the last week. Some lamias simply observe their victim’s dreams, or send messages through dreams as a way to direct thralls. Others torment their victims, causing them to sicken and eventually die. This is the “Nightmare” effect of the Dream spell—preventing successful rest and inflicting 3d6 psychic damage. However, keep in mind that while it is mechanically a “nightmare”, the dream could be terrifying, inspiring, or ecstatic bliss; the point is that it is exhausting, reflecting the idea that the lamia is feeding on the victim’s dreams and lifeforce. The nature of the dreams should reflect the overlord the lamia is tied to, as well as their own desires. My thought is that this process prevents the dreamer from going to Dal Quor; the lamia’s Idyllic Touch forms a psychic bond and the victim essentially dreams in the mind of the lamia. So a lamia will never cross paths with a quori in Dal Quori, but a quori could take an interest in the fact that thralls are being cut off from Dal Quor. I might allow a dream-stealing lamia to send messages to any thrall they have a dream bond with, but the idea of this is that they can only feed on one at a time. So they might be able to cast Dream more than once, but they can only use the Nightmare ability once per day.
And now for something completely different… The idea I suggest above makes sense to me and ties to the standard D&D lore of the lamia in that they were once mortal but were transformed by their ties to fiends. However, there is another idea that is sitting in the back of my mind, something completely different but that feels like it could be fun. And this is the idea that lamias are from Sphinxlantis. Sphinxes are powerful members of the civilization of Sphinxlantis, who possess the ability to move through time. Lamias, on the other hand, are rogues and renegades who fled from Sphinxlantis—but it was a one way journey, and they have no ability to travel through time on their own. Following the idea that Sphinxlantis faced an inescapable doom, the common lamia could simply have fled to escape that doom and now seeks to live a hedonistic life in the place that it landed; this gives you the traditional lamia behavior described in the Monster Manual, the petty tyrant and pleasure seeker. On the other hand, you could have a lamia that has fled to a very specific moment in time because there is something it wishes to see or experience, or a person it wishes to interact with. In this, it’s essentially a weaker and more limited sphinx. A lamia might approach could be infatuated with a particular member of an adventuring party, refusing to say what it is that they’re going to do but constantly implying that they are going to be amazing. Such a lamia could be a helpful advisor—dropping the idea that all lamias are evil, though in the eyes of Sphinxlantis this lamia is surely a rogue. Or it could refuse to offer any useful advice, and at some point say “That’s it?” because the adventurer has actually accomplished the moment they came to witness… and the lamia now will try to assuage its disappointment by killing the adventurer.
While this is what I would do with lamias, there are many other good ideas out there. The moderator Jason on the Eberron Discord has a different take on lamias and the Fallen Demesne, and whether it’s to talk about lamias or anything else, it’s a great resource for all things Eberron. Check it out! And as always, thanks to my Patreon supporters for making these articles possible! I’m going to be previewing pieces of Frontiers of Eberron for patrons over the next few weeks, so if that sounds fun, now is a good time to join!
Hi Everyone! I’m hard at work getting ready for GenCon, and for those you going, I wanted to let you know where you can find me!
First of all, when I’m not running around like a cockatrice with my head cut off, I’ll be hanging out at the Twogether Studios booth—Booth 1459 in the Exhibitor’s Hall! Drop by if you want anything signed or if you have a burning question about Eberron or anything else I’ve worked on! And while you’re at it, check out our amazing games! Meanwhile, I’ll be at the following events…
Thursday, 3 PM – 4 PM: Eberron: A 20 Year Retrospective
Reflect on the past and future of Eberron at this panel with me, Christopher Perkins, and Jeremy Crawford! Only a few tickets left for this! As as soon as it’s done, I’ll be racing to…
Thursday, 4 PM – 6 PM: D&D Live! Legacy of Worlds in Eberron with DM Keith Baker
An archmage from Toril, an artificer from Eberron, and an elf prince from Grayhawk walk into a bar… you’d think one of them would have seen it. Legacy of Worlds is a live play series featuring me as Merrix d’Cannith, Ed Greenwood as Elminster of Shadowdale, Luke Gygax as Melf, Elisa Teague as Elise Zaruvan, and Tommy Gofton as Loholt Lynnvander—an unlikely What If style team-up! This session is the first time *I* have DM’d a Legacy game, and I am going to take the party on a wild ride in Eberron. And I’m 90% certain that attendees will get a free metal d20 from Foam Brain Games! I hope you can join in! There’s also VIP seats here!
Friday, 10 AM – Noon: D&D Live! Legacy of Worlds
Legacy of Worlds continues! I’ll be playing Merrix and continuing in our question to recover the Deck of Many Things and save the Multiverse. What could possibly go wrong?
Friday, 1 PM – 3 PM: D&D Live! Imarian Nights
Dungeon Master Tommy Gofton takes us on a musical adventure through the world of Imaria!
Friday, 6 PM – 8 PM: The Multiversal Roast of Mordenkainen
Do you remember that time when Merrix and Mordenkainen brought the 13th moon of Eberron back, only to have King Boranel break it again? This charity event uses the framework of the Baron Munchausen RPG, but features a group of multiversal luminaries reminiscing about their adventures with the late, great Mordenkainen! Hijinx will surely ensue!
Saturday, 11 AM – 1 PM: D&D Live! Legacy of Worlds
The adventure continues! Where will we go next? Will Merrix break Dark Sun? It wouldn’t be the first time…
Sunday, 2 PM – 4 PM: Design a Module Live: The Playthrough
Over the course of the convention, the Six Sides of Gaming team are running a series of Design a Module events in which YOU can help create a unique adventure. On Sunday, I will have to face that adventure, along with Ed Greenwood, Luke Gygax, Elisa Teague and Tommy Gofton!
So, there’s going to be a lot of opportunities to hang out and roll some dice. I hope to see you at some or all of these events, but ESPECIALLY my game on Thursday at 4, because I’ve never had the chance to DM an Eberron adventure for Elminster, and I have PLANS…
Meanwhile, I have a lot of friends and colleagues who have crowdfunding campaigns going on at the moment, and I want to draw your attention to them!
PROGCORE FANTASY: DARK AGE OF THEER
ProgCore Fantasy is an ambitious multimedia project that seeks to capture the flavor of the dark fantasy of the ’70s and ’80s—drawing on movies like Labyrinth and Legend, musicians like King Crimson and Rush, artists like Erol Otis and Alicia Austin, and far, far more. The project includes:
ProgCore has only two days left! Help bring this amazing vision to life!
FOAM BRAIN GAMES: LOST TOME OF MONSTERS 2
Want a mini that you can wear? Foam Brain is producing a series of Piniatures—enamel pins that can also be used as pins, each with its own unique metal die and encounter card! This is a random series of loot bags, but whatever you get is sure to be adorable.
As described by project creator KP11 Studios: Project Dastan is an initiative to uplift diverse voices across cultures and diaspora by providing a platform to tell their stories through various geek/nerd culture content. Our goal is to show the creative and storytelling prowess of people from around the world, from various backgrounds, cultures, etc! Dastan means “story” in Urdu and Hindi, and we are here to help tell your stories! On top of that, we hope to use this momentum to help create the very first, high-production value Indian TTRPG actual play, using studios IN India, as well as local talents and crew. We want to tell an authentic story, while also showing the world that there is so much that the non-western world has to offer!
I hope you’ll take a moment to check out these awesome projects, and I hope to see you at GenCon!