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00 Eberron Rising From The Last War-pages-Deleted
00 Eberron Rising From The Last War-pages-Deleted
. . •·· �
Wherever you go in Eberron, you're likely to meet one . . .
or more of the folk detailed in this section. Presented in
alphabetical order, these generic NPCs are ready for you
to customize with personality traits and the like.
BONE KNIGHT
Bone knights are the champions of the Order of the Em
erald Claw. Clad in distinctive bonecraft armor-heavy
armor adorned with the bones of fallen enemies-these
fearsome warriors command squads of undead soldiers
as they pursue the sinister goals of Lady Illmarrow.
Karrnathi Patriots. Early in the Last War, Karrnath
turned to the necromancers of the Blood of Vol to bol
ster the nation's army with undead forces. The skeletons
and zombies created by the necromancers were mind
less creatures that required guidance. The first bone
knights were appointed to provide this control.
Devoted paladins of the Blood of Vol were fused into
suits of bonecraft armor, whose magic focused their di
vine gifts, allowing them to command units of mindless
undead. Bonecraft armor can't be removed without kill
ing the knight who wears it, and when donning it, each
bone knight understood that their former life was over.
The Fall ofthe Emerald Claw. During the Last War,
many bone knights took service with the Order of the
Emerald Claw, helping that name strike fear into the en
emies of Karmath. In the last decade, King Kaius III of
Karrnath has done much to ensure a peaceful end to the
Last War. Under the terms of the Treaty of Thronehold,
Kaius sealed most of Karrnath's undead in deep vaults,
and the Order of the Emerald Claw was disbanded. A
few bone knights remained in service to the crown, but
most were cast aside-still bound to their bonecraft ar
mor and still convinced of Karrnathi supremacy. These
bone knights felt that Kaius had betrayed both them and
their nation, leading their once-proud order to find a
new purpose in the service of Lady Illmarrow.
Commander of Bones. As a bonus action, the knight can target Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
one skeleton or zom bie it can see within 30 feet of it. The tar target. Hit: 11 (2d6 + 4) slashing damage.
get m ust make a DC 14 Wisdom saving throw. On a fai led save, Longbow. Ranged Weapon Attack: +4 to h it, range 1 50/600 ft. ,
the target must obey the knight's commands until the knight o n e target. Hit: 5 ( l d8 + 1 ) piercing damage.