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KARRNAT I UNDEAD
H
S O LDI R
E
Undead soldiers form the elite core of the army of Karr
nath. Fearless and tireless, they are a terrifying sight on
the battlefield. With the end of the Last War, most Kar
rnathi undead have been sealed in vaults below the city
of Atur. However, the Karrnathi army keeps numerous
undead in its service, while others have been comman
deered by the malevolent Order of the Emerald Claw.
T h e Odakyr Rites. The nation of Karrnath has a
proud martial heritage, and its soldiers are unmatched
in discipline. But in the early years of the Last War,
Karrnath was crippled by famine and plague. In desper
ation, King Kaius I embraced the Blood of Vol, whose
priests bolstered the armies of Karrnath with undead.
Initially, those skeletons and zombies required con
stant control and served as cannon fodder. Over de
cades, a high priest named Malevanor worked with the
necromancers of the Blood of Vol to develop the Odakyr
Rites, which grant Karrnathi undead the ability to make
tactical decisions and operate without direct guidance.
The Odakyr Rites work only when performed on the
remains of a soldier slain in battle, and only in manifest
zones tied to the plane of Mabar. The most significant
such zones in Karrnath exist in the cities of Atur and
Odakyr (now called Fort Bones). The number of Karr
nathi undead soldiers steadily increased over the course
of the war, with the losses of Karrnath's living troops
offset by the recovery and raising of their remains.
Malevanor claimed that Karrnathi undead are ani compassion. Undead soldiers kill any opposing forces
mated and granted intelligence by the patriotic spirit of including civilians among those forces-unless given
Karrnath. However, many Karrns fear that the undead explicit instructions to the contrary.
are vessels for a darker power-and that Lady Illmarrow A few exceptional Karrnathi undead retain their indi
or someone else will turn the undead against the living. viduality and the memories of their former lives. Such
I n telligent and I n human. Karrnathi undead bear undead are often found as champions of the Blood of Vol
little resemblance to the people they were in life. These or agents of the Order of the Emerald Claw.
undead are content to stand motionless and silent for U n dead N a ture. A Karrnathi undead soldier doesn't
days. They show no emotion, and certainly no mercy or require air, food, drink, or sleep.
KARRNATHI UNDEAD S O LDIER Undead Fortitude. If damage reduces the soldier to 0 hit
Medium undead, lawf u l evil points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the soldier drops to 1 hit
Armor Class 7 (half plate)
1
i
Hit Points 52 (7d8 + 21) point n stead.
Speed 30 ft.
ACTI O N S
STR DEX CON INT WIS CHA Multiattack. The soldier attacks three times with one of
1 6 (+3) 1 4 (+2) 1 6 (+3) 1 2 (+l) 13 (+l ) 5 (-3) its weapons.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar
Skills Athletics +5, Perception +3
Damage Resistances cold, poison get. Hit: 7 (ld8 + 3) slashing damage, or 8 (ldlO + 3) slashing
Condition Immunities charmed, frightened, poisoned damage if used with two hands.
Senses darkvision 60 ft., passive Perception 1 3 Longbow. Ranged Weapon Attack: +4 to hit, range 5 0/600 ft.,
1
Languages Common one target. Hit: 6 (ld8 + 2) piercing damage.
Challenge 3 (700 XP)
T
R E A C I O N S
Pack T a ctics. The soldier has advantage on an attack roll Parry. The soldier adds 3 to its AC against one melee attack
against a creature if at least one of the soldier's allies is within that would hit it. To do so, the soldier must see the attacker
5 feet of the creature and the ally isn't incapacitated. and be wielding a melee weapon.
CHAPTER 6 I FRIENDS AND FOES
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