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GE NERIC NPC s

. . •·· �
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.

dies or u ntil the kn ight releases it as a bonus action. The knight


BONE KNIGHT can command u p to twelve u ndead at a time this way.
Medium humanoid (any race), any non-good alignment
Master of the Pallid Banner. While with in 60 feet of the knight,
Armor Class 20 (bonecraft armor) any undead ally of the knight has advantage on saving throws
Hit Points 84 (l 3d8 + 26) against any effect that turns u ndead .
Speed 30 ft.
Spellcasting. The kn ight is an 8th-level spellcaster. Its spellcast­
STR DEX CON I NT WIS CHA ing abil ity i s Charisma (spel l save DC 14, +6 to hit with spell
1 8 (+4) 1 3 (+l) 14 (+2) 1 2 (+l) 14 (+2) 1 6 (+3) attacks). It has the fo l lowi ng palad in spells prepared:

1 st level (4 slots) : command, compelled duel, hellish rebuke,


Saving Throws Wis +5, Cha +6 wrathful smite
Skills Ath letics +7, Deception +6, I ntimidation +6 2nd level (3 slots) : branding smite, crown of madness, darkness,
Damage Resistances necrotic, poison find steed, magic weapon
Senses passive Perception 1 2
Languages any one language (usually Common) ACTI O N S
Challenge 5 ( 1 , 800 XP)
Multiattack. The knight attacks twice with one of its weapons.

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.

C HAPTER 6 I FRIENDS AND FOES

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