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GEN E R I C   N         P C   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.
                  K
          BONE  N IGHT
          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 P a triots. 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.
            T h e Fall of  h e Emerald Claw. During the Last War,
                     t
          many bone knights took service with the Order of the
          Emerald Claw, helping that name strike fear into the en­
          emies of Karma th. In the last decade, King Kai us III of
          Karrnath has done much to ensure a peaceful end to the
          Last War. Under the terms of the Treaty of Thronehold,
          Kai us 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.

          BONE KNIGHT                                       dies or until the knight releases it as a bonus action. The knight
                                                            can command up to twelve undead at a time this way.
          Medium humanoid (any race), any non-good alignment
                                                            Master o f  the Pallid Banner. While within 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 undead.
          Speed 30 ft.
                                                           Spellcasting. The knight is an 8th-level spellcaster.  Its spellcast­
            STR    DEX    CON      INT   WIS     CHA        ing ability is Charisma (spell 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 following paladin spells prepared:
                                                            1 s t level (4 slots): command, compelled duel, hellish rebuke,
          Saving Throws Wis +5, Cha +6                       wrathf u l smite
          Skills Athletics +7, Deception +6, Intimidation +6   2nd level (3 slots): branding smite, crown o f  madness, darkness,
          Damage Resistances necrotic, poison                find steed, magic weapon
          Senses passive Perception 1 2
          Languages any one language (usually Common)      ACTIO  N  S
          Challenge 5  (1,800 XP)
                                                            Multiattack. The knight attacks twice with one of its weapons.
          Commander o f  Bones. As a  bonus  action, the knight can target   Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
          one skeleton or zombie it can see within 30 feet of it. The tar­  target. Hit: 11  (2d6 + 4) slashing damage.
          get  u st make a DC 14 Wisdom saving throw. On a failed save,   Longbow. Ranged Weapon Attack: +4 to hit, range  5 0/600 ft.,
            m
                                                                                               1
          the target must obey the knight's commands until the knight   one target. Hit: 5  (ld8 +  )   piercing damage.
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          C  H  APTER 6  I  FRIENDS AND FOES
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