Page 221 - Eberron -Rising from the Last War_Neat
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M O N S TROU S M U TATIO N S E N V I R N M E N TAL E F F ECTS
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d6 Mutation d8 Effect
The creature has grown to an unusual size. You can Healing spells are impeded here. Any spell that re·
either set its new size and alter its statistics using the stores hit points does so as if it were cast at a level
guidelines in the Dungeon Master's Guide, or apply one lower than the spell slot expended. A spell cast
the enlarge effect of the enlarge/reduce spell to it. using a 1 s t-level slot restores no hit points.
2 The creature has developed magical camouflage. It 2 A character who casts a spell must make a Constitu
gains proficiency in the Stealth skill, and it has the tion saving throw against the character's own spell
Chameleon Skin trait: it has advantage on Dexterity save DC. On a failed save, the character takes psychic
(Stealth) checks made to hide. damage equal to the spell's level and gains one level
3 The creature's body has been infused with one kind of exhaustion.
of energy: acid, cold, fire, or lightning (your choice, or 3 Any Medium humanoid that dies in the area reani·
determine randomly). Its melee attacks deal an extra mates as a zombie at the start of its next turn. The
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l d 6 damage of that type, and it has the Elemental zombie is under the M 's control.
Body trait: a creature that touches it or hits it with a 4 The area is affected by a silence spell.
melee attack while within 5 feet of it takes 5 (ldlO) 5 Each creature that enters the area is affected by an
damage of that type. You can adjust these damage enlarge/reduce spel , with an equal chance for each ef
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numbers to suit the creature's challenge rating. fect. The effect lasts until the creature leaves the area.
4 The creature has the Magic Resistance trait: it has 6 The pull of gravity is lessened. Creatures can jump
advantage on saving throws against spells and other twice the normal distance in any direction, and every·
magical effects. thing effectively weighs half its actual weight.
5 The creature has a supernatural ability to heal its 7 All creatures are linked to every other creature in the
wounds. It has the Regeneration trait: it regains hit area as if by the telepathy spell.
points at the start of its turn equal to the maximum 8 A creature that casts a spell of l st level or higher in
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value of one of its Hit Dice. f i t takes acid or fire the area rolls on the Wild Magic Surge table in chap
damage, this trait doesn't function at the start of the ter 3 of the Player's Handbook.
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creature's next turn. (A particular creature i ght be
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susceptible to different damage types.) The creature SITES N D RUI N S
dies only if it starts its turn with 0 hit points and O f all the bizarre and horrific spectacles f the Mourn
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doesn't regenerate.
land, perhaps the greatest tragedy is represented by
6 The creature has two heads. If it has a bite attack, it the ruins of the once-glittering cities of Cyre. Some
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can use u ltiattack as an action to make two bite have been reduced to rubble, while others are eerily
attacks. (If it already has M u lti attack, it adds a bite preserved, devoid of life but otherwise unharmed. In
attack to its attack routine.) It also gains the Two some of them, treasures left behind by the former inhab
Heads trait: it has advantage on Wisdom (Percep· itants await discovery, and many people across Khor
tion) checks and on saving throws against being vaire are eager to get their hands on such spoils for a
blinded, charmed, deafened, frightened, stunned, and wide variety of reasons.
knocked unconscious.
BATTLEFIELDS AND THE FIELD OF RUINS
Cyre was the site of incessant battles during the Last
MAGICAL F FECTS War, from the first extended campaign-the siege of
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The catastrophe of the Mourning altered more than the Eston in 895 YK-to the running battle on the Saerun
landscape and living creatures. The devastation caused Road that was cut short when the Mourning occurred.
localized alterations in the way magic functions. In Battlefields across the Mournland, both ancient and
some places, magic barely functions, or certain magical recent, stand like open graves as evidence of the horrors
functions are warped. In other places, spells persist past of the war. In some places, armies that were fighting on
the instant of their casting and start behaving as if they the Day of Mourning became stone statues anchored in
were independent, living creatures. position. Others were crystallized or reduced to ash.
A common misunderstanding about the Mournland is On the Field of Ruins-around the Saerun Road in the
that healing spells refuse to work. The fact is that heal southwest part of the Mournland, where allied forces
ing spells are impeded within the dead-gray mist, and of Thrane and Breland battled an outnumbered Cyran
occasionally in other areas, making it harder for some army on the Day of Mourning-the fallen soldiers are
one to cast them effectively. Because so few expeditions preserved just as they fell, with no sign of rot or decay.
make it far past the mist, the inability to heal is widely Thousands upon thousands of corpses lie scattered
assumed to be a property of the Mournland as a whole. across the field, facedown in the dirt or staring lifelessly
The Environmental Effects table provides suggestions at the gray sky. Even seasoned bands of treasure hunt
for weird magic that might pervade a small or large area ers are loath to enter the Field of Ruins.
of the Mournland. Effects might shift from day to day or
even hour to hour.
C H APTER 4 I BUILDING EBERRON ADVENTURES
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