Scales of Q'barra
Scales of Q'barra
Scales of Q'barra
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CREDITS
Designers: Joseph Meehan and Stuart Broz
Editor: Michaela Sten
Graphic Designer: Laura Hirsbrunner
Template: Simple Microsoft Word Template by Laura Hirsbrunner
Cover Illustrator: quickshooting, used under license.
Interior Illustrators: Seamless parchment texture by IcyCatElf,
page decorator by AnnaliseArt, dapper anthropomorphic
velociraptor wearing a top hat and monocle holding a glass of
wine by Dominick, rest Wizards of the Coast community
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content packs, used under license.
ON THE COVER
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Deep jungle, like one that might be found in Q’barra.
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Disclaimer: In the event of a fiendish incursion, please consult the instruction manual for safely dismantling the tangled web of dark influences.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Joseph Meehan and published under the Community Content Agreement for Dungeon Masters Guild.
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TABLE OF CONTENTS The Poison Dusk ................................................................... 19
Doom Sign: The Cold Sun ........................................................... 19
Servants of Masvirik .................................................................... 20
A Brief Introduction ............................................................... 3 Troglodytes: Hunters from Khyber ................................... 24
A Softskin’s History ....................................................................... 3 Khyber Below ................................................................................. 24
Missing Pieces ................................................................................. 3 Rizz'zhak ........................................................................................ 25
The Draconic Prophecy ................................................................. 3
Yuan-Ti ................................................................................. 26
Map of Q’barra ................................................................................. 4
The Cult of Zehir ........................................................................... 26
Dragonborn: The Trothlorsvek ............................................ 5
Other Scales ........................................................................... 27
Culture and Religion ...................................................................... 5
Beasts and Behemoths ................................................................ 27
The Clans ........................................................................................... 6
Dragonkin ....................................................................................... 27
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Duskwing .................................................................................... 6
Drakkoth ......................................................................................... 27
Flamebrow .................................................................................. 7
Kruthik ............................................................................................ 27
Stormhorn................................................................................... 9
Fiends .............................................................................................. 28
Sunscale ..................................................................................... 10
Naga ................................................................................................. 28
Important Locales ......................................................................... 11
Tortles ............................................................................................. 28
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Lizardfolk: The Cold Sun Federation .................................. 13
Rhashaak ............................................................................... 29
History ..............................................................................................13
Physiology .......................................................................................13 Appendix: New Racial Options ............................................. 31
Political Structure ......................................................................... 14 Dragonborn ..................................................................................... 31
Religion ........................................................................................... 14 Legion ......................................................................................... 31
Language ......................................................................................... 14 Marine ......................................................................................... 31
Tribes ............................................................................................... 14 Scion of Argonessen ................................................................ 31
Cold Sun Lizardfolk ...................................................................... 32
Kobolds: Dragons of the Endworld Mountains ................. 17
Kobold .............................................................................................. 32
Beliefs............................................................................................... 17
Iredar .......................................................................................... 32
Social Structure ............................................................................. 17
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Sample Groups............................................................................... 17
Irvhir .......................................................................................... 32
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A BRIEF INTRODUCTION reverence for dragonshards. Distinct from the Cold Sun
Federation is the large population of Trothlorsvek
dragonborn that inhabit the region. They dwell in ancient
Welcome to Q’barra, a small country along the eastern cities and their society is both more martial and more
edge of Khorvaire (the main continent in the Eberron structured than that of the lizardfolk. Lastly, the Poison
campaign setting). Within this tome you will find cultural Dusk is a group of dangerous raiders composed of
information and stat blocks for the reptilian natives of the members of various races who are rumored to worship a
region, commonly called scales. This expands upon the dragon lurking in the jungle.
existing canon and kanon from past books, magazines, In truth, the Poison Dusk is a massive cult in service to
and Keith Baker’s blog articles. In addition, the appendix Masvirik, one of the Overlords who ruled Eberron during
includes three playable races redesigned for Eberron using the Age of Demons. The lizardfolk of the Cold Sun
modern design principles. As with any DUNGEONS & Federation and Trothlorsvek dragonborn work
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DRAGONS supplement, this is a beginning, not an end—the independently of each other in opposition to this dark
ideas here are meant to be seeds for your own adventures force. While the dragonborn don’t truly understand the
to be played at your own table rather than to limit or significance of the dawn and dusk shards, both the Cold
exclude. At the same time, the content here was crafted Sun Federation and the Poison Dusk know that these
with an eye towards avoiding certain problematic tropes shards are normal Eberron dragonshards that have been
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that have plagued colonial narratives, especially the transformed by the couatl. The dawn shards contain the
flattening and erasure of indigenous cultures. power of the Silver Flame and work to suppress Masvirik,
while the dusk shards trap and contain Masvirik’s fiendish
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is now the town of Adderport. These colonists were
surprised to find the area inhabited by tribes of intelligent
scalefolk, having only heard Lhazaar rumors of a savage
and cursed land. Duke Ven cut a deal with the scales,
locations are too important to the Draconic Prophecy to
ignore. Q’barra is one such location. The Draconic
Prophecy charts possible futures, which the dragons of
Argonnessen and the Lords of Dust seek to understand by
uncovering signs in the natural world. Q’barra’s wealth of
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trading refined goods from the Five Nations for land in the
Adder River Valley. dragonshards may correlate with a profusion of clues
While these colonies grew over the Last War, they didn’t about the Draconic Prophecy. It’s likely these clues contain
boom until the late 980s, when a Tharashk expedition information about the bindings of Masvirik, but the DM
uncovered an enormous cache of dragonshards in the could decide they have broader relevance.
swamps west of Newthrone. After it was confirmed that
this wasn’t a one-off find but rather was evidence of even
further riches to be had, a new wave of colonists flocked to
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MISSING PIECES
Q’barra is a land of diversity, but the softskinned colonists
understand very little of it. By and large, the people of New
Galifar only know the Q’barran natives as “scales,”
broadly grouping several distinct groups with little
understanding of their differences. Some more
anthropologically inclined residents have come to
understand the different broad coalitions. The Cold Sun
Federation encompasses most of the lizardfolk in the
region, a collection of scales who have an almost religious
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MAP OF Q’BARRA 4
DRAGONBORN: THE THIR
TROTHLORSVEK
The Trothlorsvek are a religious culture, following an
offshoot of the draconic religion of Thir. While the
progenitors are recognized as the highest form of divinity,
the dragonborn direct their worship to a pantheon of ten
All dragonborn trace their origin to the continent of
draconic archetypes. True dragons have their own
Argonnessen, where they were created as soldiers in the
pantheon, above the archetypes but below the progenitors.
endless wars against the forces of Khyber. While most
These archetypes are like a condensed list of the fifteen
dragonborn still live on that continent and the neighboring
sovereigns that combines several of the deities with
isle of Seren, significant populations of dragonborn have
adjacent portfolios. Dragonborn, like true dragons, tend to
been deposited around the world to guard ancient sites.
focus on one of these archetypes as their patron and guide
Over ten thousand years ago, a black dragon named
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rather than venerate the whole pantheon as humans do.
Rhashaak led several legions of dragonborn from
Furthermore, they draw no distinction between the nine
Argonnessen to guard the ancient ruins of Q’barra.
and six, with the darker draconic archetypes seen as
Rhashaak claimed the fiendish city of Haka’torvhak for
equally legitimate.
himself and the Trothlorsvek (“Defenders of Prophecy”)
Some of the draconic sovereigns are more popular than
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clans took up positions at various other fiendish ruins
others amongst the Q’barran clans. The dragonborn match
scattered throughout Q’barra.
the Tairnadal elves of Valenar in their zeal for glory
Over time, Rhashaak grew singularly focused upon the
through battle, and the archetypes of the Lightkeeper (Dol
prophetic and spiritual demands of Haka’torvhak.
Arrah) and the Wyrm of War (Dol Dorn and the Mockery)
Meanwhile, the Trothlorsvek clans grew bored and began
are exceptionally popular. Few dragonborn in Q’barra
dreaming of an empire they called Arkhosia. They
associate with Child of Eberron (Arawai and the Devourer)
expanded beyond Q’barra into the neighboring Talenta
or the Stalking Wyrm (Balinor) archetypes, as the
Plains where they encountered the goblinoid armies of
dragonborn clans of Q’barra largely eschew primal magics.
Dhakaan and waged war across the halfling’s grasslands.
Disciples of the Flame of the Forge (Onatar) may not
The dragonborn empire was expanding when disaster
participate directly in conflict but are valued for the armor
struck. The dragon lord Rhashaak was corrupted by
and weapons that they create. While they cannot match
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Masvirik’s fiendish power, transforming the dragon who
then sent tides of servants to establish a new empire loyal
to him. The threat of Rhashaak’s new army, the Poison
Dusk, spurred the legions of dragonborn fighting the
Dhakaani to return to confront their traitorous kin. The
House Cannith in all capacities, the dragonborn’s
enchanting and metallurgy techniques exceed those of
House Cannith for arms and armor and are not dependent
on the use of dragonshards. A typical dragonborn warrior
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has at least one uncommon magic item in addition to being
war was long and hard, ultimately costing the dragonborn
fully clad in plate armor, and higher-ranking warriors
their empire, but they succeeded in trapping Rhashaak in
often have rare items. The champion of each clan has an
the accursed city of Haka’torvhak, where he dwells today.
artifact forged in Argonnessen and a non-dragonborn
Unable to fully defeat the dragon, the dragonborn chose to
caught using one of these artifacts would be a great affront
remain in Q’barra, guarding the same ancient ruins they
to the clans.
always have. Their empire remains fallen, as every attempt
Those embracing the Guide of the Weak (Boldrei) are
to rebuild it is met with a surge of traitors who abandon
community leaders. While some human servants of Boldrei
their duty and side with Masvirik.
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THE CLANS
The Trothlorsvek dragonborn are sorted into clans,
descendants of the legions that followed Rhashaak to Medium Humanoid (Dragonborn, Sorcerer), Lawful Neutral
Q’barra long ago. Within these clans, families jockey for
positions of authority, typically through the individual Armor Class 15 (natural armor)
glory achieved by family members. Hit Points 66 (12d8 + 12)
Each clan is led by an individual selected through Speed 30 ft.
popular election. Traditionally, one of the clan elders is
selected for leadership with the others providing guidance STR DEX CON INT WIS CHA
and advice. The elders are a mix of clerics of the draconic 15 (+2) 14 (+2) 12 (+1) 15 (+2) 16 (+3) 20 (+5)
host and ukristroth, bards who draw on the magic of the
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draconic prophecy. The clerics lead prayers and draw upon Saving Throws Con +4, Cha +8
the lessons of the past, while the ukristroth drive the Skills Insight +6, Perception +6, Persuasion +8
dragonborn to battle and advise them on the future. Damage Resistances lightning
The most prominent clans are presented below. Senses passive Perception 16
Languages Common, Draconic
DUSKWING
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Challenge 5 (1,800 XP) Proficiency Bonus +3
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Poison Dusk and prove their mettle. However, if Masvirik’s
forces were to significantly increase in strength, the
Duskwing clan would likely find itself overrun. While in
theory the clan has access to the sea, the dragonborn don’t
have significant seafaring resources and would rather fight
Spellcasting. Shedinn casts one of the following spells, using
Charisma as his spellcasting ability (save DC 16):
At will: light, mage hand, minor illusion
1/day: greater invisibility
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to their last breath than abandon their clanhold.
The champion of the Duskwing clan is Arjhan Tyagi
Duskwing (he/him), a disciple of the Passion’s Flame (the Quickened Lightning Bolt (Recharge 5-6). Shedinn unleashes a
Fury). Arjhan wields the Duskblade, a longsword that line of lightning 100 feet long and 5 feet wide in a direction of his
enhances its wielder's arcane magic. choice. Each creature in the line must make a DC 16 Dexterity
saving throw. A creature takes 28 (8d6) lightning damage on failed
THE DUSKBLADE save, or half as much damage on a successful one.
Forged from concentrated starlight, the Duskblade's unique Lightning Step (Recharge 5-6). Shedinn teleports up to 30 feet to
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design helps it channel magic from the Ring of Siberys, an unoccupied space he can see.
and its surface reflects an inky, unknowable void. The
Duskwing champions used the Duskblade both to defeat the
hobgoblin warlord Mazaan the Cunning during the Absorb Elements. When Shedinn takes acid, cold, fire, lightning, or
Arkhosian-Dhakaan wars and to slay the demon Garurt the thunder damage, he gains resistance to the triggering damage,
Cleaver, who is now imprisoned below the Duskwing and his next Distant Shocking Grasp before the end of his next turn
Clanhold. deals an additional 1d8 damage of the triggering type.
Random Properties. The Duskblade has the following
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random properties.
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
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FLAMEBROW
The most powerful of the dragonborn clans and the
Medium Humanoid (Dragonborn, Sorcerer), Chaotic Neutral current rulers of the dragonborn city of Ka’rhashan, the
ancestral Flamebrow Clanhold makes their home in the
Armor Class 17 (natural armor, shield) center of the region. Their leader is High Elder Bhisma
Hit Points 120 (16d8 + 48) Na’kala Flamebrow (he/him), a skilled diplomat and
Speed 30 ft. disciple of the Guide of the Weak (Boldrei). The Flamebrow
are the closest of the clans to New Galifar both literally and
STR DEX CON INT WIS CHA figuratively. High Elder Bhisma even accompanied King
18 (+4) 14 (+2) 16 (+3) 12 (+1) 11 (+0) 18 (+4)
Sebastes to represent the region at Thronehold, not just
securing recognition for New Galifar but acquiring
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Saving Throws Con +6, Wis +3, Cha +7 international recognition of the treaty between the
Skills Athletics +7, Intimidation +7, Perception +3 Trothlorsvek and New Galifar. High Elder Bhisma now
Damage Resistances Cold wishes to resolve the growing tensions peacefully, but only
Senses passive Perception 13 out of an understanding that the transgressions of the
Languages Common, Draconic colonial softskins are not the fault of the king, whom he
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Challenge 8 (3,900 XP) Proficiency Bonus +3 considers a friend.
The champion of the Flamebrow clan is Raiann Samanga
Touch of the Duskblade. Arjhan has advantage on spell attack Flamebrow (she/her), a disciple of the Master of the Hoard
rolls against targets within 5 feet. (The Keeper). Raiann bears the Unconquered Standard of
Arkhosia, an artifact that provides protection to those who
stand by it.
Multiattack. Arjhan makes three attacks with the Duskblade or he
makes two attacks with the Duskblade and uses Frost Grasp. UNCONQUERED STANDARD OF ARKHOSIA
The Duskblade (longsword). Melee Weapon Attack: +9 to hit, reach Belonging to one of the mightiest clans of the Arkhosian
5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) empire, the Unconquered Standard of Arkhosia protects both
its bearer and their allies. Champions of the Flamebrow
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slashing damage if used with two hands, and the target has
disadvantage on saving throws until the end of Arjhan’s next turn.
Frost Grasp. Melee Spell Attack: +7 to hit, range 15 ft., one target.
Hit: 7 (2d6) cold damage, and the target’s speed is reduced by 10
feet until the start of Arjhan’s next turn.
clan never back down and have led their clan to victories
over figures such as Valii the Butcher and the devil Dartak
the Hateful, the latter of whom is imprisoned below
Flamebrow clanhold.
Random Properties. The Unconquered Standard of Arkhosia
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Spellcasting. Arjhan casts one of the following spells, using has the following random properties.
Charisma as his spellcasting ability (spell save DC 15):
1 minor beneficial property
At will: dancing lights, message 1 major beneficial property
2/day each: hold person, mirror image
1/day each: dimension door Dauntless. As an action, you can plant the Unconquered
Standard of Arkhosia in an adjacent space, providing the
following benefits to all allies within 30 feet of the banner
as long as the banner remains planted.
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cold resistance and takes an extra 2d6 cold damage the first time within 30 feet who are reduced to zero hit points can
each turn it takes cold damage. This effect lasts for one minute or choose to treat the result of a death saving throw as a 10
until Arjhan loses concentration. after seeing the die roll. Additionally, allies who die within
Dusk Step. Arjhan teleports up to 30 feet to an unoccupied space 30 feet of the banner are preserved in body and soul as if
he can see. under the effects of a gentle repose spell so long as the
banner remains planted, allowing spells such as
resurrection to ignore any time limitations. Once per year,
the banner can be used to cast revivify without any material
Negate Magic (Recharge 5-6). When Arjhan sees a creature within
components by the creature that planted it on one body
60’ attempt to cast a spell of 3rd level or lower, he can attempt to
within range.
interrupt it. The spellcaster makes a DC 15 saving throw using their
Destroying the Unconquered Standard of Arkhosia. If the
spellcasting ability. On a failure, the creature’s spell fails and has
creature who plants the banner commits an act of
no effect.
cowardice or betrayal and abandons the banner, it loses its
artifact protections until another creature takes up the
banner and performs an act of courage within 30 feet of
the banner.
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Medium Humanoid (Dragonborn, Fighter), Lawful Neutral
Medium Humanoid (Dragonborn, Bard), Lawful Good
Armor Class 18 (plate)
Armor Class 13 (natural armor) Hit Points 135 (18d8 + 54)
Hit Points 91 (14d8 + 28) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 16 (+3) 13 (+1) 16 (+3) 14 (+2)
14 (+2) 10 (+0) 14 (+2) 15 (+2) 16 (+3) 20 (+5)
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Saving Throws Str +9, Con +7
Saving Throws Str +5, Con +5, Cha +8 Skills Athletics +9, Persuasion +6
Skills History +5, Insight +9, Intimidation +8, Perception +6, Damage Resistances Fire
Persuasion +11 Senses passive Perception 13
Damage Resistances Fire Languages Common, Draconic
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Senses passive Perception 16 Challenge 9 (5,000 XP) Proficiency Bonus +3
Languages Common, Draconic, Dwarvish
Challenge 5 (1,800 XP) Proficiency Bonus +3 Indomitable (2/Day). Raiann rerolls a failed saving throw.
Great Weapon Fighting. When Raiann rolls a 1 or 2 on a
damage die with her glaive, she can reroll the die and must use
the new roll, even if the new roll is a 1 or a 2.
Multiattack. Bhisma makes two attacks with his warhammer.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage and 7 (2d6) fire Multiattack. Raiann makes three attacks with her glaive or three
damage, or 7 (1d10 + 2) bludgeoning damage and 7 (2d6) fire attacks with her javelins.
damage if used with two hands.
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Stunning Word. Bhisma speaks a word of power, throwing his
voice to a point within 60 feet he can see. All hearing creatures
within 10 feet of that point must make a DC 16 Wisdom saving
throw. Those that fail the saving throw take 2d8 thunder
Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:
10 (1d10 + 5) slashing damage, plus 7 (2d6) fire damage if the
target is frightened of Raiann. If the target is a creature, it must
succeed on a DC 17 Wisdom saving throw or be frightened of
Raiann until the end of her next turn. A creature that succeeds on
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damage and are stunned until the end of their next turn. this saving throw is immune to this effect until it completes a long
Creatures succeeding on the save take half damage and are rest.
not stunned.
Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or
Spellcasting. Bhisma casts one of the following spells, using range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, plus 7
Charisma as his spellcasting ability (spell save DC 15): (2d6) fire damage if the target is frightened of Raiann.
At will: dancing lights, mage hand Dauntless. Raiann plants the Unconquered Standard of Arkhosia
3/day each: comprehend languages, cure wounds in an adjacent space, providing the following benefits to all allies
2/day each: animal messenger, detect thoughts, suggestion
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STORMHORN
The Stormhorn clan resides along the western edge of
Q’barra, where the settlers of Hope have heavily Medium Humanoid (Dragonborn, Fighter), Neutral
encroached upon their territory. The clan is led by Mishva
Garodya Stormhorn (she/her), a relatively young upstart Armor Class 18 (plate)
who seized the reins of power through force and personal Hit Points 127 (17d8 + 51)
charisma as a disciple of the Wyrm of War. Mishva has Speed 30 ft.
shattered tradition as the champion of the Stormhorn Clan
by rallying support for a direct assault on Wyrmwatch, STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 14 (+2) 10 (+0) 16 (+3)
which many of her followers view as a steppingstone to an
attack on New Galifar.
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Mishva wields the Seal of the Lawbringer, a holy symbol Saving Throws Str +9, Con +7
that allows the wielder to impose divine order. Perhaps Skills Athletics +9, Intimidation +7, Persuasion +7
more importantly, Mishva has the backing of an elder blue Damage Resistances fire, acid
dragon named Tarmahkan, who has provided the support Senses passive Perception 10
of young dragons from his brood in addition to two magic Languages Common, Draconic
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swords—a frost brand shortsword and a scimitar of Challenge 9 (5,000 XP) Proficiency Bonus +4
sharpness. Tarmahkan, a dragon lord of Argonnessen’s
Vast, believes he has successfully evaded the scrutiny of Indomitable (2/day). Mishva rerolls a failed saving throw.
the Eyes of Chronepsis, the draconic watch force that Deny Magic (3/Day). Mishva casts dispel magic or counterspell at
polices the actions of dragons in accordance with the 5th level, with a +10 bonus to any ability check made as part of the
draconic prophecy. casting.
If Tarmahkan truly has bested the scrutiny of the
powerful Eyes of Chronepsis, it’s possible he's done so
through the manipulations of the Lords of Dust. Multiattack. Mishva makes three attacks with her wingspear or
Alternatively, the Eyes of Chronepsis or a faction thereof two attacks with her shortsword and two attacks with her scimitar.
secretly approve of his actions and seek to use him as an
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SUNSCALE
Situated on the eastern coast of Q’barra, the Sunscale Clan
is led by Kava’sora Vadula Sunscale (she/her), a wise cleric Medium Humanoid (Dragonborn, Sorcerer), Lawful Good
and disciple of the Lightkeeper. The Sunscale clan has
positive relationships with the many lizardfolk tribes of Armor Class 18 (plate)
the Cold Sun Federation that occupy the land to the north. Hit Points 120 (16d8 + 48)
While most clans are dismissive of the lizardfolk, the Speed 30 ft.
Sunscale engage with them in the endless hope that the
lizardfolk will abandon their “primitive” beliefs. STR DEX CON INT WIS CHA
Due to their distance from New Galifar, the Sunscale 16 (+3) 14 (+2) 17 (+3) 11 (+0) 12 (+1) 18 (+4)
clan doesn’t have a significant relationship with its lords,
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but the proximity of the Sunscale Clanhold to the coast has Saving Throws Con +6, Cha +7
allowed its outlying villages to establish light relations Skills Athletics +6, Intimidation +7, Medicine +4, Perception +4
with the sailors of the Lhazaar Principalities. The official Damage Resistances fire
policy of the Sunscale clan has been to conceal their Senses passive Perception 14
magical sophistication from the softskins that Languages Common, Draconic
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occasionally come to trade, all the better to manipulate Challenge 8 (3,900 XP) Proficiency Bonus +3
them and avoid their intrusion on Sunscale territory. With
the gradually developing relations to the west, it’s only a Daybreak. The first time Rhogar uses one of his recharge abilities
matter of time before one of the principalities takes a more each day, he has advantage on that ability’s attack rolls and the
proactive role in the region in search of treasures. target has disadvantage on saving throws against that ability.
Elder Kava’sora has grown suspicious of High Elder
Bhisma’s alliance with New Galifar. She suspects that King
Sebastes is manipulating the High Elder and plans to take Multiattack. Rhogar makes two attacks with his flail.
advantage of the dragonborn clans when the opportunity Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
presents itself. Other leaders have thus far dismissed her (1d8 + 4) bludgeoning damage and 7 (2d6) radiant damage.
as misreading the situation and merely being jealous of the
Flamebrow clan’s leading position.
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The champion of the Sunscale Clan is Rhogar Mulhotra
Sunscale (he/him), a disciple of the Lightkeeper. Rhogar
wields the Sun Orb, an arcane focus that can channel the
Morning Light (1/day). Rhogar casts sunbeam (Save DC 18)
without using a spell slot.
Fireball (Recharge 5-6). Rhogar releases a bead of fiery energy
that explodes at a point he can see within 150’. Each creature in a
20-foot-radius-sphere centered on that point must make a DC 15
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pure power of the sun.
Dexterity saving throw. A target takes 28 (8d6) fire damage on a
SUN ORB failed save, or half as much on a successful one.
A beacon of light and purity, the Sun Orb is a large Siberys The fire spreads around corners. It ignites flammable objects in
shard that has absorbed significant energy from an Irian the area that aren’t being worn or carried.
manifest zone. The Sun Orb may be of particular Sun Barrage (Recharge 4-6). Rhogar makes three sunbeam
importance in the defeat of Masvirik, uniquely capable of attacks.
overcoming the overlord’s dark powers. The
Sunbeam. Ranged Spell Attack: +7 to hit, range 120 ft., one target.
overwhelming light of the Sun Orb vaporized armies of
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have all other spells slots of that level still available, you
Fire Breath (Recharges after a short or long rest). Rhogar
have advantage on any attack rolls with that spell and
breathes a 15-foot cone of fire. Each creature in that area must
targets of that spell have disadvantage on saving throws
make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage
against it.
on a failed save, or half as much damage on a successful one.
Morning Light. Once per day you can use the Sun Orb to
cast the sunbeam spell (Save DC 18).
Eternal Dawn. The Sun Orb gives off 60 feet of bright
light and another 60 feet of dim light beyond that.
Destroying the Sun Orb. The Sun Orb can only be
destroyed on a moonless night.
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IMPORTANT LOCALES
The dragonborn empire reigned for millennia, leaving
Medium Humanoid (Dragonborn, Cleric), Lawful Good ruins across Q’barra. These are a few of the most
important ones that will play a role in the future of the
Armor Class 15 (natural armor, shield) dragonborn people.
Hit Points 91 (14d8 + 28)
Speed 30 ft. THE HALL OF A THOUSAND MIRRORS
STR DEX CON INT WIS CHA Without the protection of the shared dreams of the
13 (+1) 10 (+0) 14 (+2) 13 (+1) 18 (+4) 16 (+3) lizardfolk, the dragonborn of Arkhosia had little protection
against the corrupting power of Masvirik. Clan fought
against clan, and those that opposed Masvirik had to focus
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Saving Throws Wis +7, Cha +6
nearly as much upon traitors within their own ranks as
Skills History +4, Persuasion +6, Religion +4
they did the armies of Rhashaak.
Damage Resistances cold
At first, the dragonborn would look at someone who fell
Senses passive Perception 14
to Masvirik’s influence and declare this a personal
Languages Common, Draconic
failing—the role that pride and dedication played in their
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Challenge 5 (1,800 XP) Proficiency Bonus +3
psychology and culture would allow little else. Still, they
recognized that the process was not instantaneous and
that there was no shame in an individual strengthening
their will against Masvirik’s influence. To this end, they
Multiattack. Kava’sora makes two attacks with her battleaxe.
built sanctuaries like the Hall of a Thousand Mirrors where
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. those who showed signs of Masvirik’s influence were given
Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if support in fighting against it. The dragonborn have lost
used with two hands. these facilities to history, but—if they were recovered—
Barrier of Bahamut. Kava’sora creates a ring of radiant fire on a they could change the balance of power between the
solid surface within 120 feet. The wall is up to 20 feet in diameter, dragonborn clans and the Poison Dusk.
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20 feet high, and 1 foot thick. The wall is opaque and lasts for the
up to 1 minute or until Kava’sora loses concentration.
When the wall appears, each creature within its area must make
a DC 15 Dexterity saving throw. On a failed save, a creature takes
5d8 radiant damage, or half as much damage on a successful save.
Recently, one of these facilities has been discovered by
the softskins and now sits underneath a recently built
House Jorasco enclave. The hall consists of a labyrinth full
of magical mirrors. If someone who has been cursed or is
under magical mental influence walks the labyrinth, they
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One side of the wall, selected when Kava’sora uses this ability, will be greeted by mirror images of themselves that have
deals 5d8 radiant damage to each creature that ends its turn succumbed to their curse. These images can step out of the
within 10 feet of that side or inside the wall. A creature takes the mirrors that create them and—if they are overcome—the
same damage when it enters the wall for the first time on a turn or person walking the maze can emerge free from whatever
ends its turn there. The other side of the wall deals no damage. plagued them. House Jorasco is studying the strange
Spellcasting Kava’sora casts one of the following spells, using magics in these mirrors while making use of them to help
Wisdom as her spellcasting ability (spell save DC 15) treat some of the most severe mental afflictions that they
have been faced with.
At Will: guidance, light, thaumaturgy
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11
GOVERNANCE Moonspear Observatory. This home for stargazing
Control of Ka’rhashan is decided every five years by a ritual equipment has been transformed into the primary meeting
war amongst the clans. The tradition began as a prelude to place of the Trothlorsvek government. Knowledge of how
cleansing Haka’torvhak—today, the leadership bestowed to work the observatory was lost during the fall of
upon the victor is the only end. The dragonborn are serious Arkhosia, but the structure’s importance hasn’t been
about winning the conflict, but defeated warriors are forgotten. It’s possible this knowledge could be recovered
expected to recognize when they have been bested on the from Cold Sun occupied ruins or through consulting a
battlefield and withdraw. To maintain non lethality the Loredrake dragon from Argonnessen.
clans also have plenty of spellcasters standing by to heal Pools of Rebirth. Sealed away in ages past, the Pools of
the injured. Deceitful disciples of the Wyrm of War respect Rebirth are unknown to the modern dragonborn. Any
the rules of the challenge, but they lie in other ways— creature that bathes in the pools for an hour will die and
through feints, poisons, and even by pretending warriors immediately be reincarnated as a dragonborn, their
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who are still participating have been eliminated. A clan previous body cracking like an egg to reveal their
claims victory when one of its members attunes to the bell equivalent-age new dragonborn body.
of truth, which requires an hour of uninterrupted rest to Shrine of the Ancestors. One of the oldest structures in
claim. The Flamebrow clan has held Ka’rhashan Ka’rhashan is a shrine commemorating the dragonborn
continuously for nearly a century. heroes of old. Unfortunately, the dragonborn do not have
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the same dream network as the lizardfolk, and so the
POINTS OF INTEREST stories about the heroes depicted differ from clan to clan.
As the former capital of the dragonborn empire, The nature of these stories often reflects the attitude of the
Ka’rhashan holds many locations of historical importance clan, with the Sunscale clan proclaiming the importance of
to the Trothlorsvek. While some buildings have had their honor and justice, while the Duskwing clan emphasizes
historical purpose preserved, the modern dragonborn have victories gained through guile.
renovated many others to fit modern needs. While ancestors are seen as guides for action, the
Armory of Arkhosia. The most secure location in dragonborn do not attach the same spiritual connotations
Ka’rhashan is the series of vaults that hold weapons and to them that the Valenar do to their ancestors. An
armament reserved for prophesied times. The treasures in ancestor’s deeds reflect their chosen path within Thir,
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these vaults would be an incredible prize for anyone who
seized them but doing so would require not only
persuading or defeating its dragonborn guardians but also
bypassing its ancient dragon-made wards.
The Hatchery. One of the benefits of holding Ka’rhashan
rather than making the ancestor themself directly a figure
of veneration.
Wrestling Arena. In the days of old, the dragonborn
celebrated brutal and bloody gladiatorial combat–while
contestants rarely died, it was an accepted danger of the
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is the ability to host eggs in its hatchery. An ornate, gilded contest. Despite participating in large-scale ritual combat,
structure, Ka’rhashan’s hatchery is not just an modern dragonborn are not as interested in individual
aesthetically desirable place to raise young but a magically blood sport–rather, Ka’rhashan is home to a wrestling
empowering one. The hatchery mixes more basic league, with dragonborn from across Q’barra competing
protective magics against disease with mutagenic for gold and glory.
enhancements–while all dragonborn hatch relatively well
developed compared to a human newborn, those born in
the hatchery are comparable to a human 3-year-old. These
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12
LIZARDFOLK: THE COLD colonizers to explore. Then, a decade ago, half-orcs with
strange magic began to collect the dragonshards and grind
SUN FEDERATION them up, weakening the web of light created by the dawn
shards and freeing fiendish spirits from the dusk shards.
The half-orcs brought with them not only many more
The lizardfolk tribes of the Cold Sun Federation have lived settlers but also great machines to trawl the earth,
in the jungles of northern Q’barra since the age of demons. harvesting the dragonshards in numbers the lizardfolk had
Today, twenty-four tribes maintain contiguous territory never imagined. For many tribes, there was only one
that includes the Basura swamp. explanation—the softskins were eager and willing
servants of Masvirik and must be driven from Q’barra at
PHYSIOLOGY
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The lizardfolk remember the dawn of time when dragons
soared in the skies overhead and all was in order. Then the
sun’s warmth faded. As it turned into a dark orb hanging in While the settlers of New Galifar and Hope overstate the
the sky, their kin grew cruel and savage. Masvirik, the Cold savagery of the lizardfolk, it is true that these reptilian
Sun, pulled on the minds of the lizardfolk, pitting them humanoids have significant biological differences from the
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against each other. Vicious fiends boasted of their power, mammalian inhabitants of the rest of the continent.
sacrificing rainbow-winged serpents—the couatl— on Body Temperature. Primary among these differences is
obsidian altars. Before long, those winged serpents who that the lizardfolk are largely ectothermic, or cold-
escaped sacrifice arrived with a host of dragons, clashing blooded. This means that they use external sources of heat
with the fiends in the skies above the jungles. The couatl to regulate their body temperature. Traditionally, this is
cleansed the festering corruption of Masvirik, and the done through basking in the sun, and it is not unusual to
lizardfolk joined them in the battle against their fiendish see one of the lizardfolk sitting in a warm sunbeam,
oppressors. seemingly meditating. However, the lizardfolk are not at
When victory was in sight, the couatl joined together, the mercy of the weather and will use artificial heat
dissolving their bodies to form a pure silver flame to bind sources, including fires, warmed baths, magic, and heated
stone or ceramic to provide warmth when they need it.
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the Cold Sun beneath his volcano. This binding also
captured the dreams of the lizardfolk. For tens of
thousands of years, the lizardfolk have been dreaming the
same shared dreams: lessons of the past woven together
with prophecies and wisdom of the couatl. The lizardfolk
Moreover, unlike many reptiles, lizardfolk are capable of
generating their own heat for short periods of time,
allowing them to function in cold weather when absolutely
necessary. In extreme cases, lizardfolk are able to slow
their metabolism and enter a hibernation-like state that
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of today literally remember the battles of dragon and
demon and, as such, can never forget the evil that they can allow them to survive near-freezing temperatures.
stand against. Their dreams teach them of the dusk shards Marine Adaptations. Lizardfolk are also adapted to a
and that their duty is to ensure that the bound fiends never semi-aquatic lifestyle. While not fully amphibious, they
escape to the sunlit world. can hold their breath for long periods and their powerful
As untold years passed, the lizardfolk anchored tails can be used to propel them through the water.
themselves to the past through their nightly dreams. Lizardfolk tend to prefer sleeping in moist environments,
Though others came and went, settling the land and many of them—particularly those few who live in less
humid areas—sleep in shallow pools or tubs of water.
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13
holistically. They use a combination of body language unaware of the terrible consequences that would be
(including posture and tail movements), pheromones, and unleashed if they were to grind the dusk shards into
subtle changes in scale color that are difficult for other residuum.
races to read. In addition, because they communicate
through a shared language of stories that, themselves,
carry emotional weight, merely referencing a particular
LANGUAGE
Nominally, the lizardfolk of Q’barra—like the rest of its
story tends to convey an emotion without the need for a
scaly inhabitants—speak Draconic, although perhaps with
change in emphasis or tone of voice. Thus, when lizardfolk
a less polished tone than what is taught to the wizards of
refer to particularly traumatic events, other lizardfolk
Arcanix. But while a wizard with the comprehend languages
understand the despair they feel due to their choice of
spell can easily understand the literal meaning of what the
story, while members of other races merely hear them
lizardfolk are saying, the actual meaning is enshrouded in
speaking matter-of-factly.
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metaphor and reference.
POLITICAL STRUCTURE
The lizardfolk’s language has spent eons developing
around references to their shared dreams, rendering them
The oldest government in Khorvaire, the Cold Sun unintelligible to other groups. To draw a real-world
Federation consists of a mix of nomadic and settled comparison, the question “What is the airspeed of an
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peoples. The federation does not have a central unladen swallow” is not meant literally—it’s a reference
government, instead they convene a council of tribal to Monty Python, with a predefined response (“African or
leaders whenever a particularly troublesome development European?”) and is making a statement about silly
arises, a rare occurrence as significant internal conflict hypotheticals (in the original, the idea that a coconut could
and dissent is almost inconceivable due to their shared have arrived in medieval England via a migratory swallow).
dreams. To implement this metaphor-soaked language in play,
The Cold Sun tribes are led by members who consider roll on the Lizardfolk Phrases table whenever a lizardfolk
themselves a first amongst equals, placing their people's character needs to reference a new abstract or complicated
needs before their own in servant leadership. As such, idea, then take note of the result and what it’s supposed to
leadership does not carry many privileges; instead, it is mean. Neither the game master nor the players need to
marked by responsibilities. Here, the relative simplicity of know the actual story of the reference—just what it means.
RELIGION
4 NAME in the tower Earenk
5 The sky above NAME Jalad
The lizardfolk of Q’barra follow a mix of couatl-inspired
6 NAME and NAME on the ocean. Kira
and even older primal ideologies. The importance of the
sun for warmth and life plays a central point in both, as 7 The shadows of NAME. Othokent
Masvirik’s defining feature is stealing the warmth from 8 The spear of NAME Sokath
the light. Lizardfolk spellcasters wield both divine and
9 NAME, hand closed T’karr
primal magic in combat against the Poison Dusk and to
guide their tribes. 10 NAME turns tail to NAME Temba
Almost all lizardfolk villages have a pit full of dusk 11 NAME, facing the cave Vaeri
shards, which colonists generally see as some kind of holy
12 NAME, eyes open Zara
collection. While the colonists are not completely wrong—
the dusk shards are kept in pits for religious reasons—it is
not out of any holy reverence. Rather, the lizardfolk collect
dusk shards to keep them out of enemy hands, ensuring
that the fiends trapped in the shards remain there. House
Tharashk has been eyeing these dusk shard pits greedily,
14
TRIBES SJAKMOLIK
Several tribes are presented here as examples—they are The Sjakmolik are one of the largest lizardfolk tribes in
not intended to be definitive. Hope. The growth of settler communities in Hope, in
addition to dragonshard prospecting, has seeded serious
KEPESKVAEX problems for the Sjakmolik, as their hunting grounds and
The Kepeskvaex embrace the semiaquatic nature of the accessible clean water sources have been shrinking.
lizardfolk perhaps more than any other tribe. They live in However, the Sjakmolik are committed to staying in the
the northernmost reaches of Q’barra, along the coast of region as they hope that one of the manifest zones in the
Stormwreck Bay in the Basura Swamp. This isolated tribe area might be used to reinforce the ancient bindings and
has a significant fleet of small boats. In addition to using combat the rising influence of the Poison Dusk.
them for fishing, the Kepeskvaex use their boats to venture
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out into Stormwreck Bay and conduct raids on coastal
settlements in southern Lhazaar. The shamans of the Medium Humanoid (Lizardfolk), Typically Lawful Good
Kepeskvaex are particularly talented with storm magic and
use it to protect their fleet from counterattack and pursuit. Armor Class 15 (natural armor, shield)
It’s possible the Cloudreavers of Lhazaar derived their Hit Points 26 (4d8 + 8)
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techniques from this tribe. Speed 30 ft., swim 30 ft.
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of higher-level discourse. With the recent uptick in
tensions, both sides have renewed interest in trying to
make a new treaty. However, even if King Sebastes and the
current lead diplomat, Ambassador Noach, were to remove
the communication barrier, getting the other softskins and
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Tail Whip. If the lizardfolk takes the Disengage action, it can use a
bonus action to make an attack with its tail.
Unity of Purpose. If one of the warrior’s allies is within 10 feet of
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the warrior and succeeds on an attack roll against a creature, the
scales of Q’barra to follow the terms of any treaty would be warrior has advantage on its next attack roll against that creature
a tremendous diplomatic undertaking. before the end of the warrior’s next turn.
Medium Humanoid (Lizardfolk), Typically Lawful Good Multiattack. The lizardfolk makes two melee attacks, each one
with a different weapon, or two ranged attacks with its
Armor Class 15 (natural armor, shield) shortbow.
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Languages Draconic Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
Challenge 1/2 (100 XP) Proficiency Bonus +2 one target. Hit: 4 (ld6 + 1) piercing damage.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Tail Whip. If the lizardfolk takes the Disengage action, it can use a
bonus action to make an attack with its tail.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6
(1d8 + 2) piercing damage if used with two hands to make a
melee attack.
15
Medium Humanoid (Lizardfolk, Druid), Typically Lawful Good Medium Humanoid (Lizardfolk, Druid), Typically Lawful Good
Armor Class 15 (natural armor, shield) Armor Class 15 (natural armor, shield)
Hit Points 52 (8d8 + 16) Hit Points 26 (4d8 + 8)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
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Skills Perception +4, Stealth +3, Survival +4 Skills Perception +3, Stealth +3, Survival +3
Senses passive Perception 14 Senses passive Perception 13
Languages Draconic Languages Draconic
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 1 (200 XP) Proficiency Bonus +2
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Hold Breath. The guardian can hold its breath for 15 minutes. Hold Breath. The shaman can hold its breath for 15 minutes.
Tail Whip. If the guardian takes the Disengage action, it can use a Tail Whip. If the shaman takes the Disengage action, it can use a
bonus action to make an attack with its tail. bonus action to make an attack with its tail.
Unity of Purpose. If one of the guardian’s allies is within 10 feet of
the guardian and succeeds on an attack roll against a creature, the
guardian has advantage on its next attack roll against that Multiattack. The shaman makes two melee attacks, only one
creature before the end of the guardian’s next turn. of which can be a melee spell attack.
Shard Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
Multiattack. The guardian makes two melee attacks. damage, or 6 (1d8 + 2) piercing damage if used with two hands
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Shard Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands. The target must succeed on a
DC 12 Charisma saving throw or take an additional 7 (2d6)
radiant damage.
to make a melee attack. The target must succeed on a DC 13
Charisma saving throw or take an additional 7 (2d6) radiant
damage.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) bludgeoning damage.
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Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Thorn Whip. Melee Spell Attack: +5 to hit, reach 30 ft., one
6 (1d6 + 3) bludgeoning damage. If the target is a Medium or target. Hit: 7 (2d6) piercing damage and if the target is Large or
smaller creature, it must succeed on a DC 13 Strength saving smaller, it is pulled up to 10 feet closer to the shaman.
throw or be knocked prone. Wall of Mist. The shaman creates a wall of mist that rises up
Thorn Whip. Melee Spell Attack: +4 to hit, reach 30 ft., one from the ground in a ring centered on the shaman. The wall is
target. Hit: 3 (1d6) piercing damage and if the target is Large or 10 feet high, 5 feet thick, and has up to a 15-foot radius. The
smaller, it is pulled up to 10 feet closer to the guardian. wall is opaque and its area is difficult terrain. Allies of the
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Dawn’s Grasp. The guardian calls upon the binding power of the shaman on the inside of the ring can see through the wall as if
dawn shards that permeate the land in a 20-foot-radius centered it lightly obscured the other side. The wall persists for one
on a point within 150 feet of the guardian. When a creature begins minute, but it can be dispersed by a strong wind.
its turn in or enters the area for the first time on its turn, it must Spellcasting. The shaman casts one of the following spells, using
succeed on a DC 12 Charisma saving throw or take 7 (2d6) radiant Wisdom as the spellcasting ability (spell save DC 11):
damage and its speed is reduced to 0 until the beginning of its next Cantrips (at will): druidcraft, guidance
turn. On a successful save, it takes half damage and is speed is not 3/day each: detect poison and disease, cure wounds,
reduced. This effect lasts for 1 minute or until the guardian loses
Sa
16
KOBOLDS: DRAGONS OF THE TOUCH OF MASVIRIK
THE ENDWORLD
Born of the progenitors, the kobolds of Q’barra are
particularly vulnerable to Masvirik’s influence. While the
MOUNTAINS
xenophobic, fiend worshipping Irvhir kobolds make for
natural allies of the Poison Dusk, the corrupting touch of
the Cold Sun twists the wills of the Iredar as well.
Poison Dusk kobolds make heavy use of poisons,
Small and easily overlooked, two populations of Kobolds harvesting the local flora and fauna for ingredients. While
have made Q’barra their home since the Age of Demons. adventurers can certainly expect poisoned weapons and
The Eberron-worshipping Iredar live in the Endworld traps, they should be more concerned about poisoned
Mountains, while the Khyber-worshipping Irvhir live in supplies. Whether it's the party’s own rations or the local
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the Khyberian caves and tunnels that run below the surface town’s well, having a source of safe food and water is no
of Q’barra. guarantee in conflicts with the servants of Masvirik.
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Q’barra believe themselves to be blessed by the
progenitors, having spawned directly from their spilled
THE KETHEND’IRTHOS
blood in the primordial conflict. The Iredar believe that The Kethend’irthos are a group of Iredar kobolds who live
they are the children of Eberron, while the Irvhir believe in the southern reaches of the Endworld Mountains. Their
they are the spawn of Khyber. Unlike any other religion in leader, Garu, was recently elected as the first gix to lead in
the world, the kobolds offer prayers of intercession and generations, after the previous leader Meepo was slain by a
thanks directly to the progenitors. treasure-hungry band of brigands. Forced to reckon with
the outside world, this historically isolationist tribe is
IREDAR aghast at the environmental depravations of the colonists
of Hope and conflicts have been growing in scope. While
Allegedly the first druids, the Iredar kobolds are proud of the tribe started small, targeting nearby dragonshard
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their divine heritage and see themselves as protectors of
the fundamental balance in the world. Even the rise of the
fiendish overlords—a first order concern for the dragons
of Argonnessen—takes a lower priority in Iredar ideology
than maintaining Eberron’s hold on Khyber herself.
mining operations, the iejirastrix Ohsoss hopes to one day
rouse the primal spirits to action. Meanwhile, the party
that slew Meepo let slip that they found khyber shards in
the tunnels past the Kethend’irthos warren, drawing both
the attention of House Tharashk and independent mining
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However, Iredar clans are primarily focused on their operations.
immediate material concerns which centers around the
encroachment of the other races on their territory, land
that they will bitterly defend.
THE KOTHAR’MIIRIK
The Kothar’miirik live in Khyberian tunnels near the Adder
IRVHIR River, underneath the domain of Count Tieri ir’Sano of
New Galifar. These Irvhir kobolds have always caused
Possibly the first “Cult of the Dragon Below,” the Irvhir some trouble, but the last few months have seen the
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kobolds do not usually worship the fiendish overlords, kobolds grow bolder, not just stealing from defenseless
often seeing them as siphoning power away from Khyber, farms in the dead of night, but actively conducting raids
their true master. However, they delight in summoning and engaging with Count ir’Sano’s troops. In secret, the
fiends and binding them to their tribe’s service, as they Kothar’miirik were gifted a dragon egg by a mysterious
believe that all fiends must serve Khyber and that as benefactor on 20 Olarune, 994 YK, and the freshly hatched
Khyber’s closest representatives kobolds have a special wyrmling has already taken command and control of the
right to fiendish servants. The Irvhir kobolds are typically tribe to satisfy its avaricious nature. The mysterious
xenophobic, seeing other races as the living embodiment benefactor might have been a rogue dragon abandoning a
Sa
of Khyber’s unjust imprisonment. child, or it may have been an agent of the Chamber or the
SOCIAL STRUCTURE
Talons of Tiamat seeking to influence the Draconic
Prophecy.
Kobolds communities typically consist of several dozen
members, although they can grow as large as a few
hundred. The ternmolik (stonescales) fill civilian roles—
agriculture, crafts, and entertainment. The gix (claws) are
hunters and soldiers. Finally, the iejirastrix (blood seers),
are mystics who wield magical powers drawn from the
progenitors and guide their community with prophetic
powers.
Both ternmolik and gix can ascend to leadership
positions, but the seers and mystics usually take up
advisory roles within the communities. The iejirastrix also
serve as liaisons between communities, negotiating both
borders and mutual assistance in addition to sharing their
visions.
17
Small Humanoid (Kobold, Rogue), Lawful Neutral Small Humanoid (Kobold, Warlock), Typically Lawful Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 12 (+1) 12 (+1) 15 (+2) 7 (-2) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 16 (+3)
e
Saving Throws Str +3, Dex +5 Skills Nature +2, Stealth +4
Skills Athletics +3, Intimidation +4, Stealth +5 Senses darkvision 60 ft., passive Perception 12
Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic, Primordial
Languages Common, Draconic, Primordial Challenge 1/2 (100 XP) Proficiency Bonus +2
Challenge 2 (450 XP) Proficiency Bonus +2
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Dark One's Own Luck (Recharges after a Short or Long Rest).
Lightfooted. Garu can take the Dash or Disengage action as a When the prophet makes an ability check or saving throw, it
bonus action on each of his turns. can add a d10 to the roll. It can do this after the roll is made
Martial Advantage. Once per turn, Garu can deal an extra 7 (2d6) but before any of the roll's effects occur.
damage to a creature it hits with a weapon attack if that creature
is within 5 feet of an ally of Garu’s that isn't incapacitated.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Multiattack. Garu makes two attacks, one with his scimitar and Eldritch Blast. Ranged Spell Attack: +5 to hit, range 30 ft., two
one with his dagger. targets. Hit: 8 (1d10 + 3) force damage.
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Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 16 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Spellcasting. The prophet casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 13):
At will: augury, detect magic, friends, mage armor (self only),
minor illusion
1/day each: fear, hold person (at 3rd level)
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Hex (recharges on a short rest). The prophet places a curse on
Small Humanoid (Kobold, Druid), Typically Neutral
one creature it can see within 90 feet. Whenever the prophet hits
Armor Class 12 the cursed target with an attack it deals an extra 1d6 necrotic
Hit Points 21 (6d6 + 9) damage. This curse lasts for up to 8 hours or until the prophet
loses concentration.
Speed 30 ft.
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Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1d4 + 2) piercing damage.
Produce Flame. Ranged Spell Attack: +4 to hit, range 30 ft., one
target. Hit: 9 (2d8) fire damage.
Spellcasting. The druid casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 12):
At will: druidcraft, guidance
3/day each: speak with animals, fog cloud, goodberry
1/day each: flaming sphere, pass without trace, wind wall
18
THE POISON DUSK MODERATE (TIER 2-3)
Masvirik’s spirit is emboldened, perverting the natural
world in his image.
The overlord Masvirik’s mortal servants comprise the
A Cold, Dark Hearth. Natural flame only produces dim
Poison Dusk. The softskinned colonists believe the Poison
light and the heat it gives off is significantly reduced. Non-
Dusk is just another savage group of scales that inhabit the
magical sources of fire deal half their normal damage.
region, failing to appreciate the deep and fundamental
A Venomous Chill. When a creature casts a spell of 1st
differences between it and the other factions.
level or higher that deals cold or poison damage, the spell
Masvirik’s corrupting influence touches all the scales of
takes effect as if it were cast using a spell slot one level
the region. The lizardfolk are the least vulnerable of the
higher than the spell slot expended.
groups, shielded by the Silver Flame and their shared
Cold Sun Adaptation. Members of the Poison Dusk gain
dreams, but the Poison Dusk still counts lizardfolk
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resistance to cold damage and poison damage if they did
amongst their numbers. The dragonborn are more
not already have these resistances.
vulnerable, and at the heights of his power Masvirik
Endless Winter. The affected region begins to cool,
corrupted entire clans. The Irvhir kobolds and troglodytes
shifting into winter weather regardless of the month.
are the most vulnerable—almost all the Q’barran members
of each race are subjects of Masvirik.
STRONG (TIER 3)
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DOOM SIGN: THE COLD SUN The jungles of Q’barra darken as Masvirik’s influence
becomes pervasive.
In a campaign that focuses upon Q’barra, Masvirik’s power
The Fading Light. Light during the day is weaker,
can grow with the efforts of his servants. Over the course
providing only dim light instead of bright. The radius of
of such a campaign, Masvirik’s power gradually changes
illumination of all non-magical light sources is reduced by
the laws of reality in Q’barra as it increases from Faint to
half.
Moderate, Strong, and eventually Overwhelming. Each
Poison Dusk Ascendancy. Plants and reptiles can draw
stage has a bundle of properties that apply throughout the
energy from Masvirik to survive without heat, but they
region. They also have a suggested level range indicating
become twisted in form. Sentient creatures that do so
when they would first be appropriate to manifest, but
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these are just suggestions—the pacing of your campaign
might mean they fit better elsewhere.
The Poison Dusk’s ultimate goal is to free Masvirik,
which occurs at the Overwhelming stage. Most of their
become part of the Poison Dusk. Members of the Poison
Dusk gain immunity to cold damage and increasingly take
on fiendish traits. Undead servants of Masvirik become
more common.
Frozen Lands. The affected region experiences an
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efforts toward this goal are focused on reclaiming dusk
unusual chill, colder than any other winter in the past
shards and disrupting the web of dawn shards that
century. (See Extreme Cold under Wilderness Survival in
suppress his influence. While the Poison Dusk should be
the DMG)
making steady progress in the entire region over the
course of a campaign, actual advancements from one level
to the next should involve dramatic moments where the
OVERWHELMING (TIER 4)
Poison Dusk threatens overwhelming success, but the Masvirik’s influence is fully unleashed and consumes the
heroic adventurers are able to stop them— but not totally, jungles of Q’barra.
The Cold Sun Rises. The sun, Arrah, vanishes altogether
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19
SERVANTS OF MASVIRIK Medium Humanoid (Lizardfolk), Typically Neutral Evil
The corruption of Masvirik takes a few forms. For most
members of the Poison Dusk, it is a corruption of the soul Armor Class 13 (natural armor)
and twisting of the mind, drawing them into his dark Hit Points 22 (4d8 + 4)
service. These corrupted members tend to suffer reduced Speed 30 ft., swim 30 ft.
mental capabilities, which they make up for in reckless
strength. STR DEX CON INT WIS CHA
More potent forms of corruption require the infusion of 15 (+2) 10 (+0) 13 (+1) 6 (-2) 10 (+0) 5 (-3)
fiendish energy from dusk shards, typically by embedding
the shard in the head or chest of a creature. At first, the Skills Perception +2, Stealth +2
fiendish spirits enhance and guide the living host, but as Damage Resistances poison
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the spirit gains power it smothers the mortal soul, taking Senses passive Perception 12
control of the body. Once fully consumed, these creatures Languages Draconic
are undead—a pile of skin and bones animated by the Challenge 1/2 (100 XP) Proficiency Bonus +2
spirit of Masvirik rather than the power of Mabar.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
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Tail Whip. If the lizardfolk takes the Disengage action, it can use a
Medium Humanoid (Lizardfolk), Typically Neutral Evil bonus action to make an attack with its tail.
Hold Breath. The lizardfolk can hold its breath for 15 minutes. Medium Undead (Lizardfolk), Typically Neutral Evil
Tail Whip. If the lizardfolk takes the Disengage action, it can use a
bonus action to make an attack with its tail. Armor Class 14 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
Multiattack. The lizardfolk makes two melee attacks, one with its
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beginning of its next turn, the target must succeed on a DC 14 Challenge 3 (700 XP) Proficiency Bonus +2
Constitution saving throw or take an additional 7 (2d6) acid
damage.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
Multiattack. The consumed lizardfolk makes one attack with its
(1d6 + 4) bludgeoning damage.
bite or two attacks with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9
(2d6 + 2) piercing damage and 4 (1d8) necrotic damage. If the
target is a living creature, it must succeed on a DC 13 Constitution
saving throw or its hit point maximum is reduced by an amount
equal to the damage taken and the consumed lizardfolk regains
lost hit points equal to half that amount. This reduction lasts until
the target finishes a long rest. The target dies if this effect reduces
its hit point maximum to 0.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
9 (2d6 + 2) slashing damage.
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Medium Humanoid (Lizardfolk, Warlock), Typically Neutral Evil Large Humanoid (Lizardfolk), Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (-1) 13 (+1) 14 (+2) 19 (+4) 10 (+0) 16 (+3) 8 (-1) 11 (+0) 9 (-1)
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Skills Perception +4, Stealth +3 Saving Throws Con +6, Cha +2
Damage Resistances acid Skills Athletics +7
Damage Immunities poison Damage Resistances poison
Senses darkvision 120 ft., passive Perception 14 Damage Immunities acid
Languages Infernal, Draconic Senses darkvision 60 ft., passive Perception 10
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Challenge 5 (1,800 XP) Proficiency Bonus +3 Languages Infernal, Draconic
Challenge 5 (1,800 XP) Proficiency Bonus +3
Devil’s Sight. Magical darkness doesn’t impede the shaman’s
darkvision. Hold Breath. The ravager can hold its breath for 15 minutes.
Hold Breath. The lizardfolk can hold its breath for 15 minutes. Tail Whip. If the ravager takes the Disengage action, it can use a
Tail Whip. If the lizardfolk takes the Disengage action, it can use a bonus action to make an attack with its tail.
bonus action to make an attack with its tail.
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Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) piercing damage and 5 (1d10) poison damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
(1d10 + 4) piercing damage and 4 (1d8) acid damage.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage.
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5 (1d4 + 3) slashing damage. If the target is a creature, it must Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
succeed on a DC 13 Constitution saving throw or take 5 (1d10) range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
poison damage and become poisoned for 1 minute. The poisoned Acid Breath (Recharge 5–6). The ravager exhales acid in a 30-foot
target can repeat the saving throw at the end of each of its turns, line that is 5 feet wide. Each creature in that line must make a DC
ending the effect on itself on a success. 14 Dexterity saving throw, taking 36 (8d8) acid damage on a failed
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 save, or half as much damage on a successful one.
(1d6 + 3) bludgeoning damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9
Blight (Recharges after a Short or Long Rest). The shaman (1d10 + 4) bludgeoning damage. If the target is a Large or smaller
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desiccates one creature it can see within 30 feet of it. The target creature, it must succeed on a DC 15 Strength saving throw or be
must make a DC 13 Constitution saving throw, taking 36 (8d8) knocked prone.
necrotic damage on a failed save, or half as much damage on a
successful one.
Spellcasting. The shaman casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 13):
Cantrips (at will): disguise self, false life, mage hand
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Small Humanoid (Lizardfolk), Typically Neutral Evil Medium Humanoid (Dragonborn, Sorcerer), Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 11 (+0) 8 (-1) 8 (-1) 9 (-1) 16 (+3) 10 (+0) 14 (+2) 9 (-1) 10 (+0) 16 (+3)
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Senses darkvision 60 ft., passive Perception 11 Senses passive Perception 10
Languages Draconic, Infernal Languages Draconic
Challenge 1/4 (50 XP) Proficiency Bonus +2 Challenge 3 (700 XP) Proficiency Bonus +2
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Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. Noxious Blast. The warmage unleashes a puff of deathly poison at
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage one creature it can see within 10 feet. The target must succeed on
and 3 (1d6) poison damage. a Constitution saving throw or take 13 (2d12) poison damage.
Poison Spit (Recharge 6). Ranged Weapon Attack: +4 to hit, Heightened Fear (1/day). The warmage projects a phantasmal
range 20/60 ft., one target. Hit: 7 (2d6) poison damage and the image of a creature's worst fears. Each creature in a 30-foot cone
target must succeed on a DC 11 Constitution saving throw or must succeed on a DC 13 Wisdom saving throw or drop whatever it
be poisoned until the end of its next turn. is holding and become frightened for the next minute. One
creature of the warmage’s choice has disadvantage against this
initial saving throw.
While frightened by this effect, a creature must take the Dash
STR DEX CON INT WIS CHA Spellcasting. The warmage casts one of the following spells,
15 (+2) 10 (+0) 16 (+3) 5 (-3) 8 (-1) 5 (-3) using Charisma as the spellcasting ability (spell save DC 13):
At will: control flames, dancing lights
Skills tealth +2 2/day each: blink, web
Damage Immunities acid, poison
Condition Immunities charmed, exhausted, poisoned
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Senses darkvision 60 ft., passive Perception 9 Noxious Breath (Recharges after a Short or Long Rest). The
Languages understands Infernal and Draconic but doesn’t speak warmage breathes a 15-foot cone of acid and poison. Each
Challenge 1 (200 XP) Proficiency Bonus +2 creature in that area must make a DC 12 Constitution saving
throw, taking 7 (2d6) acid damage and 7 (2d6) poison damage on a
Slime Coating. A creature that touches the troglodyte or hits it failed save, or half as much damage on a successful one.
with a melee attack while within 5 feet of it takes 3 (1d6) acid
Quickened Lightning Bolt (1/day). The warmage unleashes a line
damage.
of lightning 100 feet long and 5 feet wide in a direction of its
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Toxic Stench. Any creature other than a troglodyte that starts its choice. Each creature in the line must make a DC 16 Dexterity
turn within 5 feet of the troglodyte must make a DC 13 saving throw. A creature takes 28 (8d6) lightning damage on failed
Constitution saving throw. On a failure, the creature takes 7 (2d6) save, or half as much damage on a successful one.
poison damage and is poisoned until the start of the creature's
next turn. On a successful saving throw, the creature takes half
damage, is not poisoned, and is immune to the stench of all
troglodytes for 1 hour.
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Huge Undead, Neutral Evil Huge Undead, Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (-4) 10 (+0) 5 (-3) 20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 5 (-3)
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Damage Resistances necrotic Skills Perception +8
Damage Immunities poison Damage Resistances necrotic
Condition Immunities charmed, exhausted, poisoned Damage Immunities poison
Senses darkvision 60 ft., passive Perception 10 Condition Immunities charmed, exhausted, poisoned
Languages — Senses darkvision 60 ft., passive Perception 18
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Challenge 8 (3,900 XP) Proficiency Bonus +3 Languages —
Challenge 11 (7,200 XP) Proficiency Bonus +4
Noxious Breath. A creature that begins its turn grappled by the
swordtooth titan must make a DC 15 Constitution saving throw, Multiple Heads. The hydra has five heads. While it has more than
taking 16 (3d10) necrotic damage on a failed save and half as one head, the hydra has advantage on saving throws against being
much on a successful one. blinded, deafened, frightened, stunned, and knocked
Primal Fear. Each non-undead creature within 60 feet of the unconscious.
swordtooth titan that can see it must succeed on a DC 15 Wisdom Whenever the hydra takes 30 or more damage in a single turn,
saving throw if the swordtooth titan isn't incapacitated and can one of its heads dies. If all its heads die, the hydra dies.
see the creature or be frightened of the swordtooth titan for 1 At the end of the hydra’s turn, it grows two shadowy, spectral
heads for each of its heads that died since its last turn, unless it
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minute. If the saving throw fails by 5 or more, the creature is also
incapacitated until the end of its next turn due to fear. A frightened
target can repeat the saving throw at the end of each of its turns,
ending the frightened condition on itself on a success. If a target's
saving throw is successful or the effect ends for it, the target is
has taken radiant damage since its last turn. The hydra regains 10
hit points for each spectral head grown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets
an extra reaction that can be used only for opportunity attacks
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immune to this swordtooth titan’s Primal Fear for the next 24 with that head.
hours.
Multiattack. The hydra makes one bite attack for each of its
Multiattack. The swordtooth titan makes two attacks: one with original heads and one life-draining strike attack with each of its
its bite and one with its tail. It can't make both attacks against the spectral heads.
same target. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage.
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33 (4d12 + 7) piercing damage. If the target is a Medium or smaller Life-Draining Strike. Melee Spell Attack: +9 to hit, reach 10 ft.,
creature, it is grappled (escape DC 18). Until this grapple ends, the one target. Hit: 10 (3d6) necrotic damage. The target must succeed
target is restrained, and the swordtooth titan can't bite another on a DC 17 Constitution saving throw or its hit point maximum is
target. reduced by an amount equal to the damage taken. This reduction
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: lasts until the creature finishes a long rest. The target dies if this
20 (3d8 + 7) bludgeoning damage. effect reduces its hit point maximum to 0.
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23
TROGLODYTES: GROUP DYNAMICS
HUNTERS FROM
Troglodyte tribes rarely grow larger than thirty members.
When a tribe approaches that size, it either splits or
KHYBER
devolves to a violent competition for leadership.
Masvirik’s influence makes spellcasting troglodytes
exceedingly rare, leaving leadership to the strongest and
most vicious members.
During the age of demons, the spawn of Khyber relished Unlike the other scales of the region, troglodytes do not
twisting and torturing the children of Eberron. Once kin to have any domesticated sources of food. This reliance on
the lizardfolk, troglodytes are now an accursed reminder pure hunting often leaves evidence—the only warning a
of this era, vicious and regressive predators that lurk community may have that a nearby entrance to Khyber has
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beneath the surface. allowed troglodytes onto the surface.
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far more limited intellectual and social capabilities. them a serious threat. A small tribe of troglodytes can be a
PHYSICAL ABILITIES
serious threat even to the more fortified settlements of the
region, let alone the vulnerable villages of Hope.
Like lizardfolk, troglodyte scales provide moderate Troglodytes prefer to strike at night, as their innate
protection from physical attacks. More importantly, darkvision provides an advantage against the humans,
troglodytes can dramatically change the color of their skin. lizardfolk, and dragonborn. They will often set ambushes,
Most of these color changes reflect their emotional state making use of their natural camouflage abilities. As a
and are essential to communication, but troglodytes can result, those who survive their attacks are rarely able to
also consciously adjust the appearance of their skin to describe their attackers well. This, along with vague
match their environment, making them masters of stealth morphological similarities and racism on the part of the
and ambush.
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Along with their color-changing abilities, troglodytes
have fine control over their musk glands. Subtle scent and
color changes allow troglodytes to coordinate in silence,
which adds to their effectiveness as ambush predators.
settlers, contributes to the blame for such attacks often
being placed on the lizardfolk and a labeling of the
lizardfolk as “primitive savages.”
REHABILITATION
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More memorable to those who have survived troglodyte In their dreams, the lizardfolk remember a time before the
attacks, though, is the noxious musk that they can use in troglodytes were corrupted and, while they generally
combat to overwhelm their foes. consider it a mercy to kill troglodytes on sight, it is not
Unlike the omnivorous dragonborn and lizardfolk, unknown for a lizardfolk community to accept and support
troglodytes are strictly carnivorous. A troglodyte’s use of a troglodyte who is seeking to break free from Masvirik’s
musk in combat has a secondary effect of allowing influence.
individuals to mark their kills, which they can then claim Almost all troglodytes are members of the Poison Dusk,
as food. While they can survive on any meat source, and the few that escape Masvirik’s clutches still struggle to
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Masvirik’s influence pushes troglodytes to prefer integrate into the other scale communities, typically living
humanoid flesh. as hermits instead. Two centuries ago, an entire tribe of
Troglodyte eyes are strongly adapted to the darkness of troglodytes succeeded in breaking free of Masvirik’s grasp.
Khyber, leaving them sensitive to direct sunlight but much If they have survived their current whereabouts are
more capable at night than dragonborn or lizardfolk. unknown, but rumors persist of tribes of troglodytes,
Irvhir kobolds, and other servants of Masvirik
disappearing after threatening the surface of Q’barra, their
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24
KHYBER BELOW RIZZ'ZHAK
Troglodytes rarely take up residence on the surface of Rizz’zhak is a notorious troglodyte raid leader who's
Q’barra, instead preferring to lurk in the network of become the boogeyman of Hope. Rizz'zhak uses fiendish
Khyberian tunnels that undergird the region. Within the ruins connected to a network of tunnels through Khyber to
swamps of Q’barra, ancient caves and ruins act as portals navigate quickly and freely in the region. Wandslingers
providing access to the realms below. Unlike regions such hoping to end his threat have all ended up lost and dead in
as the Seawall Mountains, the tunnels of Khyber connected the dark, wet tunnels below Q'barra.
to Q’barra are a poor source of Khyber shards, explaining
both why House Tharashk hasn’t more thoroughly
explored them and why, long ago, the couatl used Eberron
shards to bind Masvirik’s servants. Medium Humanoid (Troglodyte, Rogue), Chaotic Evil
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Ordinarily, the troglodytes and Irvhir kobolds stick to
the near-surface tunnels, benefitting from the unimpeded Armor Class 13 (natural armor)
travel and sometimes strange twisting of space that would Hit Points 67 (9d8 + 27)
make House Orien jealous. However, adventurers who get Speed 30 ft., climb 30 ft.
lost in the tunnels might find themselves in a full on
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Khyberian demiplane. Below are some ideas: STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 9 (-1) 12 (+1) 12 (+1)
The Dead Sun. The heart domain of Masvirik, this is the
overlord’s home. Here, tropical plants grow in the chilly
light of a dim sun that hangs in the sky. Without the pure Skills Intimidation +3, Stealth +5
warmth of the true sun, the flora and fauna subsist on and Damage Resistances acid
are tainted by Masvirik’s fell energies. Life here is engaged Senses darkvision 60 ft., passive Perception 11
in a constant fight for survival, scrapping for every piece of Languages Infernal, Draconic
energy it can consume before being reanimated to fight Challenge 4 (1,100 XP) Proficiency Bonus +2
again. This domain is permanently under the effects of the
stage four doom sign of the Cold Sun. Chameleon Skin. Rizz’zhak has advantage on Dexterity
The Valley of False Death. The ruins of Mar’saval (Stealth) checks made to hide.
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overlooking Stormwreck Bay are the origin of many ghost
stories. While sailor’s tales often attribute the dangers of
Mar’saval to a Mabaran or Dollurh manifest zone, the
truth is that the ancient ruins provide an open portal to a
Khyberian demiplane. Seawater has flooded the sunken
Stench. Any creature other than a troglodyte that starts its
turn within 5 feet of Rizz’zhak must succeed on a DC 13
Constitution saving throw or be poisoned until the start of the
creature's next turn. On a successful saving throw, the
creature is immune to the stench of all troglodytes for 1 hour.
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city, where only a few towers and the brass capstone of a Sunlight Sensitivity. While in sunlight, Rizz’zhak has
temple poke above the water line. Those who venture disadvantage on attack rolls, as well as on Wisdom
below the surface find an abundance of air pockets—and (Perception) checks that rely on sight.
might even be able to track bubbles down to a whirlpool
Spider Climb. Rizz’zhak can climb difficult surfaces, including
near the center of the city. This whirlpool leads into the
upside down on ceilings, without needing to make an ability
Valley of False Death, where the undead are living and the
check.
living are undead. While this demiplane is not directly tied
Ambusher. Rizz’zhak has advantage on attack rolls against any
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Multiattack. Rizz’zhak makes three attacks: one with his bite and
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25
YUAN-TI THE CULT OF ZEHIR
A charming stranger with a book of secrets walks into
town. He starts a book club, people join, they read, then
The yuan-ti of Q’barra are a new phenomenon and are an
they disappear. This is the cult of Zehir, a weaver of lies
example of Masvirik’s influence on the softskinned races.
and the most powerful of Masvirik’s free servants.
To be clear, these yuan-ti only have physiological
Zehir’s primary weapons are poisons, both literally and
similarities to the yuan-ti from Syrkarn and elsewhere in
metaphorically. The ancient fiend not only deploys horrific
Eberron. Most people of New Galifar and Hope are ignorant
poisons to covertly accomplish its goals but uses venomed
of the ancient darkness lurking in the jungle, but some of
words to turn communities against themselves. Inductees
the more inquisitive and desperate have formed
into his cult imbibe a poison that gives them serpentine
transactional cults of the dragon below dedicated to
features, transforming them into purebloods. The fiend is
Masvirik and have begun to acquire serpentine traits.
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still working to understand the dwarves that have come
These cults are separate from the Poison Dusk, but they
with other refugees, puzzled by their innate resistance to
often have similar goals and will work to acquire dusk
his powers.
shards that they can use in their fiendish magic.
In his personal capacity, Zehir is a terrifying foe that is
While the exact beliefs and motives of yuan-ti cults
intended to serve as a potent challenge for a party ready to
vary, they all share a desire to be something else,
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leave tier two. Getting to Zehir won’t be easy though – the
something more. The raw power of the overlord of things
fiend’s powers of deception mean he is always surrounded
that slither in the darkness is addictive and the forms of
by servants and allies. These servants and allies can be
softskinned cultists who experience it gradually change to
introduced early in a campaign, either as the primary
accommodate that power. What distinguishes the yuan-ti
antagonist or as a secondary but recurring foe, allowing
cults from other servants of Masvirik is that they are rarely
the party to build up to a confrontation with the fiend.
interested in the overlord’s release—only in their own
personal power. While their actions do increase Masvirik’s
influence, disciples of these groups only seek to exploit his
power, regardless of the moral implications.
Damage Immunities poison Spellcasting. Zehir casts one of the following spells, requiring no
Condition Immunities poisoned material components and using Charisma as the spellcasting ability
Senses darkvision 120 ft., passive Perception 18 (spell save DC 20):
Languages Common, Draconic, Infernal, Telepathy 120 ft. At will: animal friendship (snakes only}, darkness, suggestion
Challenge 14 (11,500 XP) +5 3/day: fear, phantasmal force, silence
1/day: Evard’s black tentacles, hold monster
Fangs of Darkness. The first time Zehir hits with a melee attack on
his turn, the target must succeed on a DC 20 Constitution saving
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throw or be blinded until the end of its next turn. Shapechanger. Zehir polymorphs into a Huge snake, a Medium
Devil's Sight. Magical darkness doesn't impede Zehir’s darkvision. humanoid, or back into its true form, which is a Large snake-
humanoid hybrid. Its statistics, other than size, are the same in each
Magic Resistance. Zehir has advantage on saving throws against
form. Any equipment it is wearing or carrying isn't transformed. It
spells and other magical effects.
doesn't change form if it dies.
Magic Weapons. Zehir's weapon attacks are magical.
Zehir can take 3 legendary actions, choosing from the options below.
Multiattack (snake form). Zehir makes a Bite and Constrict attack.
Only one legendary action option can be used at a time and only at the
Multiattack (hybrid form). Zehir makes three attacks, only one of end of another creature's turn. Zehir regains spent legendary actions at
which can be Constrict. the start of its turn.
Multiattack (humanoid form). Zehir makes three attacks. Attack (2 actions). Zehir makes an attack with his scimitar or bite.
Bite (snake form only). Melee Weapon Attack: +10 to hit, reach 10 ft., Move. Zehir moves without provoking opportunity attacks.
one target. Hit: 14 (2d8 + 5) piercing damage plus 16 (3d10) poison
Shadows (2 Actions). Zehir casts darkness.
damage.
26
OTHER SCALES people of Q’barra don’t have the affinity for dinosaurs of
the Talentan halflings on the other side of the Endworld
Mountains, several species of dinosaurs have been
BEASTS AND BEHEMOTHS domesticated over the millennia to serve as guards, war
beasts, and beasts of burden.
Q’barra is home to a wide variety of reptilian creatures, Basilisks and Hydras, while blessed with supernatural
from tiny snakes and lizards to true dragons and advantages, have more in common with the natural
everything in-between. While the reptilian and draconic reptiles of Q’barra than the more intelligent dragonkin.
humanoids detailed above have the numbers and Given their unique abilities and the dangers they pose
sophistication to hold territories as true communities, these creatures are particularly feared. While an
most of Q’barra’s scaled creatures are no more intelligent experienced naturalist could detail the differences between
than any other wild animal. the basilisks and hydras found in the jungles of Q’barra
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Most snakes, lizards, and turtles pose little threat to when compared to those in the Vile Marsh of Droaam and
humanoids in Q’barra. Those that aren’t of the giant the Skyfall Peninsula, these are mainly minor differences
variety are typically too small to prey on most humanoids in appearance, behavior, or prey preferences. For the more
and would prefer to be left alone. Even those that are mercenary adventurer these creatures are functionally
territorial are much more likely to flee or hide from identical to their cousins elsewhere in Khorvaire.
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humanoids than attack, though a lone gnome or halfling
might attract the attention of a large constrictor and most
reptiles will certainly defend themselves if cornered or DRAGONKIN
threatened. However, as Masvirik’s influence increases, Intelligent enough to use language to negotiate and
even the most harmless of reptiles become hostile and bargain with others, behirs prefer to lair in isolation. As
potentially deadly. Otherwise docile snakes become the such, while behirs don’t have a systemic impact on
aggressive and malicious creatures that many humanoids Q’barra, their raw individual power gives them a large
fear them to be. Even tiny geckos—creatures that typically impact within their hunting grounds. Given their antipathy
live off insects and fruit—will suddenly coalesce into towards dragons, no behirs are found near Haka’torvhak—
swarms and devour larger creatures. but a behir might be a useful (if temporary) ally against
Garodya Stormhorn’s draconic allies.
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Giant reptiles tend to be more aggressive than their
smaller counterparts. Due to their size, they are constantly
competing for food with other creatures and become
territorial as a result. Other than the strict herbivores,
most giant reptiles will happily prey upon humanoids.
A more intelligent flying predator than the glidewings
and soarwings, the wyverns of Q’barra are another
draconic-speaking hunter capable of holding large
quantities of territory. Unlike the wyverns of Thrane, there
are no wyverns who currently maintain friendly relations
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Crocodiles, apart from the guard crocodiles bred by
lizardfolk and the dwarf crocodiles occasionally kept as with the humanoids of the region—although some
pets by dragonborn, are an ever-present danger in the archaeological expeditions believe the wyverns may have
waters of Q’barra. Even a normal crocodile is more than a once been allies of the Cold Sun Federation.
DRAKKOTH
match for most individuals, and their specialization as an
ambush predator makes them difficult to avoid. The giant
crocodile is large and powerful enough that—even in Also known as “dracotaurs,” for their reptilian
Q’barra—it can be considered an apex predator. There are resemblance to the centaurs of western Khorvaire,
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few things that a single giant crocodile does not present a drakkoths are a fully sapient race but are far fewer in
serious threat to, and it is one of the few giant reptiles that number than the other scaled races. The dragonborn
seems to enjoy the company of others of its kind. Entire empire of Arkhosia wiped out most of the drakkoth as part
hunting parties and Tharashk prospecting teams have of its formation, and their population has never truly
disappeared in what was later identified as the hunting recovered. Drakkoths are vulnerable to Masvirik’s
territory of giant crocodiles. influence just like the other sapient scales of the region
What we call dinosaurs include a wide variety of and would be fearsome shock troopers in the overlord’s
creatures that are not all grouped together by the people of fiendish armies.
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FIENDS Medium swarm of Tiny Beasts
Masvirik’s servants, when they take a corporeal form,
prefer reptilian forms. Mariliths and Hezrou are Armor Class 10
particularly favored forms, but other fiends—demon, Hit Points 27 (6d8)
devil, or otherwise—are also viable bases for cosmetic Speed 30 ft., climb 30 ft.
alterations. Imps that look like tiny wyverns show up as
advisors to the Poison Dusk, while vrocks are horrifying STR DEX CON INT WIS CHA
scaled, winged predators. Abishai are notably not part of 9 (-1) 11 (+0) 10 (+0) 2 (-4) 10 (+0) 4 (-3)
Masvirik’s menagerie, as the abishai are the fiendish
pawns of the Daughter of Khyber. Damage Resistances bludgeoning, piercing, or slashing
Condition Immunities charmed, frightened, grappled, paralyzed,
NAGA
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petrified, prone, restrained, stunned
Ancient guardians dating from the Age of Demons, nagas Senses darkvision 30 ft., passive Perception 10
were charged with eternal duties by both fiends and Languages —
celestials. While they share a common form, the spirit Challenge 1/2 (100 XP) Proficiency Bonus +2
nagas and their dark kin are the eternal servants of
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Masvirik, while guardian nagas and their blessed relatives Swarm. The swarm can occupy another creature's space and vice
are the heirs of the couatls. Each has a deep enmity for the versa, and the swarm can move through any opening large enough
other, conscripting mortals to hunt and trap their for a Tiny lizard. The swarm can't regain hit points or gain
opposition in the twisted, partially resurrected form of a temporary hit points.
bone naga.
TORTLES Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in
the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
A more peaceful, nomadic race, if there are tortles in
piercing damage if the swarm has half of its hit points or fewer.
present-day Q’barra, they are unknown to the softskinned
inhabitants of New Galifar and Hope. While some
Swarm. The swarm can occupy another creature's space and vice
versa, and the swarm can move through any opening large enough
Danger Sense. The drakkoth has advantage on Dexterity saving
for a Tiny turtle. The swarm can't regain hit points or gain
throws against effects it can see, such as traps and spells. To gain
temporary hit points.
this benefit, it can’t be blinded, deafened, or incapacitated.
Reckless. At the start of its turn, the drakkoth can gain advantage
on all melee weapon attack rolls during that turn, but attack rolls
Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in
against it have advantage until the start of its next turn.
the swarm's space. Hit: 14 (4d6) slashing damage, or 7 (2d6)
slashing damage if the swarm has half of its hit points or fewer.
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RHASHAAK sacrifice might require forging eternal chains and binding
the character to eternal torture in the heart of the volcano
that borders Haka’torvhak.
The latest in a long line of draconic guardians, Rhashaak LAIR ACTIONS
was barely an adult when he was tasked with maintaining
On initiative count 20 (losing initiative ties), Rhashaak
the wards of Haka’torvhak. Dutifully enacting the will of
takes a lair action to cause one of the following effects;
the Conclave, he not only lent his burgeoning magical
Rhashaak can’t use the same effect two rounds in a row:
talent to reinforcing the ancient abjurations of the city but
found time to study the city’s history and its role in the Pools of water that Rhashaak can see within 120 feet of
prophecy. him surge outward in a grasping tide. Any creature on
It’s unknown how long the dragon served—the the ground within 20 feet of such a pool must succeed on
Trothlorsvek claim their empire lasted for thousands and a DC 24 Strength saving throw or be pulled up to 20 feet
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thousands of years, but a black dragon’s natural lifespan is into the water and knocked prone.
usually far shorter. While the dragonborn might have A geyser of boiling acid bursts from the ground at a point
exaggerated records based more on myth than reality, it’s Rhashaak chooses within 120 feet of it. Any creature
possible Rhashaak experimented in some forms of life- within 20 feet of the point when the geyser appears must
extending magic while acting as the guardian of make a a DC 24 Dexterity saving throw, taking 18 (4d8)
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Haka’torvhak. acid damage and 18 (4d8) fire damage on a failed save,
Rhashaak’s spiritual battle against Masvirik shifted or half as much damage on a successful one. The acid
dramatically thousands of years ago. The bound overlord’s pools in a 40-foot-radius area centered on the point
influence overwhelmed the ancient wards and abjurations, where it appeared. The pool spreads around corners and
forcing Rhashaak to directly confront the eternal evil. By remains until Rhashaak dismisses it as an action, uses
the end, Rhashaak was infused with Masvirik’s power, and this lair action again, or dies. A creature that ends its
it took the combined forces of the Cold Sun Federation, the turn in the pool takes 13 (3d8) acid damage.
Trothlorsvek, and the dawn shards to re-contain Noxious darkness spreads from a point Rhashaak
Masvirik’s influence. chooses within 60 feet of him, filling a 15-foot-radius
Plans for Godhood. Daring explorers have confirmed that sphere until he dismisses it as an action, uses this lair
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the modern Rhashaak is worshipped as a god by a variety
of scaled servants. What they don’t realize is Rhashaak
dreams of achieving true divine power, and with the power
of Masvirik he may be close to achieving it.
Rhashaak and Masvirik are now inextricable, but who’s
action again, or dies. The darkness spreads around
corners. A creature with darkvision can’t see through
this darkness, and nonmagical light can’t illuminate it.
If any of the effect’s area overlaps with an area of light
created by a spell of 2nd level or lower, the spell that
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really in control is up to the DM. If Rhashaak is in control, created the light is dispelled. When a creature enters the
then he either selfishly hopes to utilize Masvirik’s power noxious darkness for the first time on a turn or starts its
to achieve divinity or, more tragically, feels that some turn there, it must a DC 24 Constitution saving throw.
form of divinity would allow him to permanently bind the On a failed save, it takes 23 (5d8) poison damage and is
overlord. Alternatively, if Masvirik is in control then poisoned for the next minute. While outside the cloud it
achieving divinity likely means just undoing the wards that can repeat the saving throw at the end of its turn to end
limit his power. A third option would be that neither is the poisoned effect.
fully in control, and that each of the two hope that
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achieving divinity will allow them to overpower the other. REGIONAL EFFECTS
Killing Rhashaak. The death of Rhashaak almost The region containing Rhashaak's lair is warped by his
certainly has prophetic implications. If killing him is magic, which creates one or more of the following effects:
sufficient to banish Masvirik’s influence, it would The area within 6 miles of the lair is overpopulated with
highlight the callousness of Argonnessen in letting the lizards, snakes, and other reptilian beasts.
situation continue. In this scenario, it’s most likely that The land within 6 miles of the lair takes twice as long as
Masvirik has completely consumed Rhashaak’s mind and normal to traverse, since the plants grow thick and
has successfully lied to the Conclave that governs
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Breath Weapon (Recharge 5–6). Rhashaak exhales freezing acid in a 90-
Gargantuan Dragon (Half-Fiend), Neutral Evil foot line that is 10 feet wide. Each creature in that line must make a DC
26 Dexterity saving throw, taking 36 (8d8) cold damage and 36 (8d8) acid
Armor Class 22 (natural armor) damage on a failed save, or half as much damage on a successful one.
Hit Points 533 (26d20 + 260)
Spellcasting. Rhashaakcasts one of the following spells, requiring
Speed 40 ft., fly 80 ft., swim 40 ft.
no material components and using Charisma as the spellcasting
ability (spell save DC 24):
STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 21 (+5) 20 (+5) 26 (+8) At will: darkness, detect magic, detect thoughts, stinking cloud
3/day each: blindness/deafness, create or destroy water, plant growth
1/day each: contagion, dispel magic (as a 7th level spell), insect
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Saving Throws Dex +9, Con +14, Wis +10, Cha +11
Skills Arcana +21, History +21, Insight +13, Intimidation +16, Perception plague, summon fiend TCOE, tsunami
+21, Stealth +10
Damage Resistances cold, fire
Damage Immunities acid, poison Rhashaak can take 3 legendary actions, choosing from the options
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Condition Immunities charmed, frightened, poisoned below. Only one legendary action option can be used at a time and only
Senses truesight 120 ft., passive Perception 31 at the end of another creature's turn. Rhashaak regains spent legendary
Languages Common, Draconic actions at the start of his turn.
Challenge 27 (105.000 XP) Proficiency Bonus +8 Tail Attack. Rhashaak makes a tail attack.
Wing Attack (Costs 2 Actions). Rhashaak beats his wings. Each creature
Half-Fiend Dragon. Rhashaak doesn’t require food, drink, or air.
within 30 feet of Rhashaak must succeed on a DC 26 Dexterity saving
Furthermore, his weapon attacks are considered magical.
throw or take 17 (2d6 + 10) bludgeoning damage and be knocked
Bound Apotheosis (Recharges after a Short or Long Rest). If prone. Rhashaak can then fly up to half his flying speed.
Rhashaak would be reduced to 0 hit points, his current hit point
Spellcasting (Costs 2 Actions). Rhashaak casts a spell.
total instead resets to 533 hp and he casts divine word. Award a
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party an additional 105,000 XP (210,000 XP total) for defeating
Rhashaak after his Bound Apotheosis activates.
Lair Resistance. If Rhashaak fails a saving throw and has an active
effect from a lair action or has his breath weapon ready, he can end
a lair effect or expend his use of breath weapon to instead succeed.
If Rhashaak’s mythic trait is active, he can use the options below as
legendary actions for 1 hour after using Bound Apotheosis.
Deadly Inhalation. Rhashaak recharges his Breath Weapon.
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Behold the Cold Sun (Costs 2 Actions). Rhashaak unleashes a wave of
freezing darkness. Each creature within 60 feet of Rhashaak must
Multiattack. Rhashaak makes three attacks: one with his bite and two make a DC 24 Constitution saving throw. On a failure, it takes 14 (4d6)
with his claws. cold damage and 14 (4d6) necrotic damage, and its speed is reduced
to 10 feet until the end of its next turn. On a success, it takes half as
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21
much damage and its speed is not reduced.
(2d12 + 8) piercing damage plus 9 (2d8) acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17
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APPENDIX: NEW LEGION
RACIAL OPTIONS
The most common form of dragonborn, legion dragonborn
are stocky and only rarely have tails.
Suggested Ability Score Increase. Your Strength score
Games set in Q’barra usually assume the players are increases by 2.
outsiders, unfamiliar with the customs and cultures of the Claws. Your sharp claws are a natural weapon, which you
scales, but some players will prefer to play native can use to make unarmed strikes. If you hit with them, you
inhabitants. The following racial options provide deal slashing damage equal to 1d4 + your Strength
alternatives for these players. modifier, instead of the bludgeoning damage normal for
DRAGONBORN
an unarmed strike.
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Damage Resistance. You have resistance to the damage
Your draconic heritage manifests in a variety of traits you type associated with your breath weapon.
share with other dragonborn. Natural Armor. You have tough, scaly skin. When you
aren’t wearing armor, your AC is 13 + your Dexterity
Suggested Ability Score Increase. Your Charisma score
modifier. You can use your natural armor to determine
increases by 1. (The other +2 comes from your subrace)
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your AC if the armor you wear would leave you with a lower
Age. Young dragonborn grow quickly. They walk hours
AC. A shield’s benefits apply as normal while you use your
after hatching, attain the size and development of a 10-
natural armor.
year-old human child by the age of 3, and reach
adulthood by 15. They live to be around 80.
Size. Dragonborn are taller and heavier than humans,
MARINE
standing well over 6 feet tall and averaging almost 250 The foot soldiers of the Dragonreach, marine dragonborn
pounds. Your size is Medium. are far slimmer than their Legion cousins and have long
Speed. Your base walking speed is 30 feet. tails they use for swimming.
Languages. You can speak, read, and write Common and Suggested Ability Score Increase. Your Constitution score
Draconic. Draconic is thought to be one of the oldest increases by 2.
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languages and is often used in the study of magic. The
language sounds harsh to most other creatures and
includes numerous hard consonants and sibilants.
B REATH WEAPON
Aquatic. You have a swim speed of 30 feet and you can
breathe both air and water.
Darkvision. Bred for maneuvering in the twilight and
darkness of the ocean, you have superior vision in dark and
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dim conditions. You can see in dim light within 60 feet of
Damage Type Saving Throw
you as if it were bright light, and in darkness as if it were
Acid Dexterity dim light. You can’t discern color in darkness, only shades
Cold Constitution of gray.
Natural Armor. You have tough, scaly skin. When you
Fire Dexterity
aren’t wearing armor, your AC is 12 + your Dexterity
Lightning Dexterity modifier. You can use your natural armor to determine
Poison Constitution your AC if the armor you wear would leave you with a lower
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COLD SUN LIZARDFOLK KOBOLD
While lizardfolk inhabit many places in Eberron, the Small and easily overlooked, the kobolds of Q’barra are not
influence of the couatl dreams have given the lizardfolk of to be underestimated.
Q’barra variant statistics
Suggested Ability Score Increase. Your Dexterity score
Suggested Ability Score Increase. Your Constitution score increases by 2. (The other +1 comes from your subrace)
increases by 2, and your Wisdom score increases by 1. Age. Kobolds reach adulthood at age 6 and can live up to
Age. Lizardfolk reach maturity around age 14 and rarely 120 years but rarely do so.
live longer than 60 years. Size. Kobolds are between 2 and 3 feet tall and weigh
Size. Lizardfolk are a little bulkier and taller than humans, between 25 and 35 pounds. Your size is Small.
and their colorful frills make them appear even larger. Speed. Your base walking speed is 30 feet.
Your size is Medium.
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Darkvision. You can see in dim light within 60 feet of you
Speed. Your base walking speed is 30 feet, and you have a
as if it were bright light, and in darkness as if it were dim
swimming speed of 30 feet.
light. You can’t discern color in darkness, only shades of
Languages. You can speak, read, and write Common and
gray.
Draconic.
Trap Sense. You have advantage on saving throws
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Whipping Tail. Your powerful tail is a natural weapon, against traps and lair actions.
which you can use to make unarmed strikes. If you hit with Subrace. Choose the Iredar or Irvhir subrace. While the
it, you deal bludgeoning damage equal to 1d6 + your two subraces are visually identical, kobolds can scent the
Strength modifier, instead of the normal damage for an subrace of another kobold with a DC 10 perception check.
unarmed strike. When you take the Disengage action, you
can make an attack with your tail as a bonus action. IREDAR
Hold Breath. You can hold your breath for up to 15
Children of Eberron, the Iredar kobolds practice one of the
minutes at a time.
oldest druidic traditions.
Dream Lore. You gain proficiency in one set of Artisan’s
Tools and two of the following skills of your choice: Suggested Ability Score Increase. Your Wisdom score
Animal Handling, History, Insight, Nature, Perception, increases by 1.
Religion, Stealth, and Survival.
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Ancient Artisan. Choose one set of artisan’s tools in
which you have proficiency. You gain expertise with that
tool, which means your proficiency bonus is doubled for
any ability check you make with it. The tool you choose
Languages. You can speak, read, and write Common,
Draconic, and Primordial.
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