Page 296 - Eberron -Rising from the Last War_Neat
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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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