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Page 1: Eberron Ecologies

A Netbook for use with the Dungeons & Dragons Roleplaing Game

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INTRODUCTION This book is a compilation of information originally posted on the Wizards of the Coast Eberron forum and is offered to fans of the Eberron Campaign Setting as a gaming tool. The work presented here has been edited and several ecologies with multiple contributions have been reinterpreted and combined into a single entry. In some rare cases new information has also been added to enhance the existing flavor of the entries. All changes that have been made were done with the best of intentions and do not imply judgment concerning the quality of the work that had already been completed. All original authors are credited by screen name in Appendix B along with the name of the entry they contributed to. The original thread can be found at:

http://forums.gleemax.com/showthread.php?t=581315.

All current artwork used, including cover art and backgrounds is the property of Wizards of the Coast, most of which can be found on their website under the galleries section.

Edited by SnarkyMonkey

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CONTENTSA............................................ 4

ABEIL ............................... 4 ABOLETHS........................ 4 ALLIP................................ 4 ANAXIM ........................... 5 ANGEL OF DECAY............ 5 ANKHEG........................... 5 ARANEA ........................... 6 ASH RATS ........................ 6 ASPERI ............................. 7 ASSASSIN VINE................ 7 ATHACH ........................... 8 AUTOMATONS.................. 8 AVOLAKIA ....................... 9

B.......................................... 10 BANSHEE (WAILING GHOST) .......................... 10 BASILISK ........................ 10 BEHOLDER ..................... 11 BEHIR .............................11 BLASPHEME ................... 12 BLINK DOG .................... 12 BLOOD APE.................... 13 BOGGLE ......................... 13 BOGUN ...........................14 BONE NAGA................... 14 BONE OOZE.................... 15 BRAIN IN A JAR .............. 15 BRAXAT ......................... 15 BULETTE ........................ 16

C.......................................... 17 CARRION CRAWLER ...... 17 CATOBLEPAS.................. 17 CHIMERA........................ 18 CHUUL............................18 CLOAKED APE ............... 19 CLOAKER ....................... 19 CLOCKWORK HORROR .. 20 COCKATRICE.................. 20 COROLLAX..................... 21 CRIMSON DEATH ........... 21

D.......................................... 22 DARKMANTLE................ 22 DARK TENTACLES ......... 22 DEATHBRINGER ............. 22 DELVER.......................... 23 DERRO............................23 DESMODU ...................... 24 DESTRACHAN................. 24 DIGESTER....................... 25

DISPLACER BEAST......... 25 DOPPELGANGER (ETHEREAL) ................... 25 DRAGONS, GEM............. 26 DRAGON TURTLE........... 27 DRAGONNE .................... 27 DREAD GUARD .............. 28 DRYAD ...........................28 DUERGAR....................... 28 DURZAGON .................... 29

E.......................................... 30 EAGLE, GIANT ............... 30 ENTROPIC REAPER......... 30 ETHEREAL FILCHER....... 30 ETTERCAP ...................... 31 ETTIN .............................32

F.......................................... 33 FAMINE SPIRIT............... 33 FELLDRAKES.................. 33 FIENDWURM................... 33 FIHYR .............................34 FIRBOLG......................... 34 FIRE BAT........................ 34 FLUMPH.......................... 35 FOMORIAN ..................... 35 FROST SALAMANDER .... 35 FROST WORM ................ 36

G ......................................... 37 GALEB DUHR ................. 37 GARGOYLE..................... 37 GHOULS ......................... 38 GIBBERING MOUTHER... 38 GIRALLON ...................... 38 GNOLLS & FLINDS......... 39 GORGON......................... 40 GRAY RENDER............... 40 GREENVISE .................... 41 GRELL ............................41 GRICK.............................41 GRIFFON......................... 42 GRIMALKIN.................... 42 GRIMLOCK ..................... 43 GRIZZLY MASTODON .... 43

H ......................................... 44 HAGS..............................44 HALF FARSPAWN........... 44 HALF VAMPIRE.............. 44 HARPY............................44 HELLFIRE WYRM........... 45 HIPPOGRIFF.................... 45

HOOK HORRORS ............ 46 HYDRA ...........................46

I ........................................... 48 ILLITHIDAE .................... 48 IMMOTH ......................... 48 IXITXACHITL .................. 48

J .......................................... 49 JAHI ................................49 JERMLAINE..................... 49 JUGGERNAUT ................. 50 JULAJIMUS ..................... 50

K ......................................... 51 KOPRU............................51 KRAKEN ......................... 51 KRENSHAR ..................... 51 KUO-TOA ....................... 52

L.......................................... 54 LAMIA ............................54 LAMMASU ...................... 54 LEECHWALKER .............. 54 LINNORM ....................... 55 LIVING HOLOCAUST ...... 55 LOCATHAH..................... 56

M......................................... 57 MANTICORE ................... 57 MARRASHI ..................... 57 MAUG.............................58 MEDUSA......................... 58 MEENLOCK .................... 58 MEGALODON ................. 59 MERFOLK....................... 59 MIMIC ............................59 MINDFLAYER ................. 60 MINOTAUR..................... 60 MOHRG .......................... 61 MOONRATS .................... 62 MORKOTH ...................... 63 MUDMAW....................... 63 MUMMY ......................... 64 MYCONID....................... 64

N.......................................... 65 NAGA .............................65 NEEDLEFOLK ................. 66 NEOGI.............................67 NETHERSIGHT MASTIFF 67 NIMBLEWRIGHT............. 67 NYMPH ...........................68

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O ......................................... 69 OGRE..............................69 OGRE MAGE (ONI MAGE)........................................ 69 OTYUGH......................... 69 OWL, GIANT .................. 70 OWLBEAR ...................... 70

P.......................................... 71 PEGASUS ........................ 71 PHANTOM FUNGUS ........ 72 PHASE SPIDER................ 72 PHASM............................73 PSEUDODRAGONS .......... 73 PURPLE WORM .............. 73

R.......................................... 74 REMORHAZ .................... 74 REVIVED FOSSIL ............ 74 ROC ................................74 ROPER ............................75 RUST MONSTER ............. 75

S .......................................... 77 SATYR ............................77 SAHUAGIN...................... 77 SEA CAT......................... 78 SENMURV....................... 78 SHADOWS....................... 79 SHAMBLING MOUND ..... 79 SHIELD GUARDIAN ........ 79 SHOCKER LIZARD .......... 80 SKUM .............................81 SPAWN OF KYUSS .......... 81 SPECTRE (SPECTER) ...... 81 SPELL WEAVER ............. 82 SPHINX ...........................82 SPIDER EATERS.............. 83 STIRGE ...........................83

T.......................................... 85 TENDRICULOS................ 85 TREANT.......................... 85 TROGLODYTE................. 85 TSOCHAR ....................... 86

V.......................................... 87 VARGOUILLE ................. 87

W ........................................ 88 WIGHT............................88 WILL-O'-WISP................ 88 WINTER WOLF............... 88 WORG.............................89

Y.......................................... 90

YRTHAK ......................... 90 APPEDNIX A ................... 91

INDEX ........................ 91 APPENDIX B ................... 94

CREDITS ......................... 94

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A Abeil 3.5 Monster Manual II pg.22 During the destruction of the giant's portal to Dal Quor, a backlash of magical energy altered some of the indigenous elven slaves, merging their essence with that of the bee like insects that previously were nothing more than mere nuisances.

These so-called “bee people” are found scattered across Xen'drik, residing in towering structures that compete with the heights of Sharn itself. Each hive is highly expansionist, but so far this has been kept

in check by the mutable time and geography of the land. Though they have accepted their new existence, growing from generation to generation, they still despise the giants for the corruption of their elven forms, and hold an almost equal resentment of drow and other elves for escaping what befell them.

Aboleths 3.5 Monster Manual Pg.8 An official ecology was written by Keith

Baker and can be viewed at this link.

http://www.wizards.com/default.asp?x=dnd/ebee/20050704a

Allip 3.5 Monster Manual Pg.10 The Allip is an uncommon undead that can be found sporadically across Eberron, the greatest number appearing to congregate on Khorvaire and Sarlona. This dark creature seems to have only one thing in common with others of it’s kind, when mortal their death was caused by madness or suicide. This theory has been further verified by the fact that many, though not all, allips have been connected with the mad cults of the Dragon Below, or to the various prisons of Khorvaire. An adventurer who claims to have been captured while exploring Riedra stated that in the "Rehabilitation Camp" where he was held their were many of these creatures roaming the lower levels. When asked for comment, the Inspired lords had nothing to say about the allegations, other then, "If such defiled creations where to exist it would be abhorrent for

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a Riedran not to attempt to remove the being."

Anaxim 3.5 Epic Level Handbook pg.158 As of the time of this writing, there are only three animate Anaxii in the world. Two of these dwell in the Mournland, the failed attempts of the Godforged to build

the body of their supposed "Construct Deity". The third, however, supposedly lives deep within the jungles of Xen'Drik, in the largest of the

remaining ruins of the Giant civilization. The only person to have seen this thing and returned was a Gnomish adventurer who's name has been lost to the ages. According to the gnome's journal, dated 398 YK or 600 years ago, he found "A giant, two-headed, thinking thing" deep within the cyclopean ruins of Xen'Drik. If the journal is accurate, then this creature, whose left head is known as Intercal and right one Orthogonal, was in fact animate during the days of the Giant civilization, and was initially composed of multiple smaller entities that had to combine to share parts that had worn out and could no longer be replaced.

Angel of Decay 3.5 Libris Mortis pg.83 A horrifying Raksasa Raja first created the Angels of Decay during

the age of fiends. Used as torture devices against unlucky humanoids, the creature’s mere presence would cause their target to decay to dry bone almost instantly. When the Raja's were imprisoned, most angels were banished into Khyber and are rarely heard from. Recently however Erandis d'Vol has taken an interest in these powerful undead and wishes to learn the secret of their creation to boost her armies.

Ankheg 3.5 Monster Manual pg.14 Commonly found across most of Eberron, Ankhegs exist on every continent save Frostfell, the low temperatures believed to be too much for their biology. In Khorvaire they are found within the Talenta Plains and considered a great scourge by the halflings. The Talenta Ankheg is renowned as a dangerous beast, but more often then not it scavenges its food from the larger predators that roam the plains. It is notorious for killing and devouring livestock and most times, halflings will move camp when Ankhegs appear as they are extremely dangerous even to clawfoot mounts. To prevent any Ankhegs from following them to a new location they will even sacrifice some of their livestock, leaving several carcasses on the trail to occupy the ferocious creatures. A more desert like variety lives in the Wasting Plains and Menechtarun desert of Xen'drik. With the inhospitable climate, it only comes above ground during heavy rains or at night. Because of this, and it’s dark black coloring, it has become know as the Nightstalker Ankheg. A slight bit larger then the Talenta Ankheg, it is known to grow up to fourteen feet in length and has a more

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predatory nature then its scavenging cousin in Khorvaire. The largest and rarest variety is found on the continent of

Argonessen and is referred to as the Chromatic Ankheg, It inhabits the plains east of the Great Barrier mountain chain, measuring up to thirty feet long and feasts on anything they are able to capture. The Chromatic Ankheg gets its name from its "chameleonesque" scales, which are vibrant and shift color as they move. Only one of these creatures has ever been captured and its remains can currently be seen in the Morgrave University. Barely anything is known about the Sarlonan version of this species, but an Inspired Lord visiting Morgrave has commented on a similar, yet much smaller, creature to the Chromatic Ankheg used by a race known as the Dromites as guard animals.

Aranea 3.5 Monster Manual pg.15 Once, the Demon Wastes were a vibrant forest similar to those of the Eldeen. That time is over as the fell magic of the fiends had sapped the land of its very life to fuel their evil powers, turning the it into a blighted desert. Foul magic used, pervasive as it was, left interesting side effects on the things that had survived the devastation. One such case is the Aranea. As the vibrant forests of the Wastes dried up monstrous spiders fled beneath the

surface into Khyber to find food. The magic of the demons seemed to follow, enhanced by the mutative nature of the Dragon Below itself. One generation after another was exposed to this new mystical force, causing the spiders to evolve and change until they gained a new sentience. Once this new self-awareness had taken hold, they looked around Khyber with distain, longing for the world above. Soon after they emerged in the Eldeen, and continued to live there to this day. The innate magic of the wastes resonated with the Aranea and over time, as they experimented with it, they changed yet again. Through breeding and spell, they began to develop unique gifts, and over time, the once-vermin manifested the power of mimicry, changing their shape. Claims have been made that the Aranea not only inhabit the forests of the Eldeen Reaches, but other areas as well. Outside of Khorvaire they are also believed to inhabit Q'barra, some islands in Lhazaar, the Shadow Marches, and Droaam. Aranea have also been spotted as far as Sarlona, though many of those from have long been tossed to the four winds by the Inspired, and now inhabit the jungles of Argonessen and Xen'drik. The Aranea are rare, and each coven or group seems to be uniquely different, displaying many strange powers unseen in other races. It is unknown if this is because of the demonic taint or the years of evolving in the most hostile lands.

Ash Rats 3.5 Monster Manual II pg.24 The Ash Rat is native only to Khorvaire, and it is believed to have been created as a practical joke by House Vadalis. As the

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story goes, their were two friends, both of which students at Arcanix, who where renowned for their practical jokes. One a member of House Vadalis, the other Cannith. It is said that, when the War of the Mark ended, the House Vadalis member created a pack of these creatures to spook the house Cannith student, who was deathly afraid of rats. After a few years of experimenting, with both success and failure, he put his plan in action, placing the rats in a forge where the Cannith student was working. The student noticed the smoke billowing inside the room and panicked to fix the problem. When he eventually noticed that a dozen or so rats where the source of the problem, he fled the room like, well, a rat deserting a sinking ship. Since that day Ash Rats have multiplied at amazing rates. House Vadalis still breeds the creatures, offering them as pets or what have you for about 20 gp each. They also offer a small fee to capture and remove wild Ash Rats, doing their best to keep control of the market. Today it is a ritual among the forge workers of House Cannith, for friends to give each other a pet Ash Rat. They are also presented to individuals during an elaborate ceremony for

recognition of excellence to Cannith in matters of inter-house politics. Asperi 3.5 Monster Manual 2 pg.25 The Asperi are a specialized mountain horse bred by House Vadalis years before the Last War. It is rumored that House Vadalis learned the secret to breeding these creatures from a ancient tome recovered during a Xen'drik expedition. These horses are highly valued for their innate ability to fly on gusts of wind, and for their exceptional beauty. So hard is it to breed and train these creatures that few pure breeds can be found and House Vadalis charges no less then 9000 gp for a trained adult Asperi. Although rare, some wild herds do exist, but capturing and taming an asperi is a quest onto itself. The breed is well known in the larger cities mainly because of actions of a popular brewery in Sharn, Ahlieczar Balsh, who possesses the largest privately owned collection of Asperi on the continent. Used to deliver their product all over Khorvaire, these grand horses have become synonymous with the Ahlieczar Balsh label and have made the brew a household name. Assassin Vine 3.5 Monster Manual pg.20 The Assassin Vine, or Giant Strangler is common only in the jungles of Xen'drik, though several different varieties do exist, a particularly rare version

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of which is said to flourish within the King's Forest of Breland. The King's Assassin found on Khorvaire is very similar in all respects to the common Assassin Vine of Xen'drik. The only difference between the two is the King's Assassin is actually a flowering plant, as beautiful as it is deadly. These flowers actually "bloom" when touched, but react violently after the blooming. They release a sweet scent into the air before lunging directly forward, choking their target. A particularly deadly version, known as the Giant Strangler, has been noted to be of immense size and is coated in a very strong contact poison. The plant uses this debilitating poison to incapacitate victims before strangling them. Athach 3.5 Monster Manual pg.21 The Athach is rarely seen in Xen'drik, and even less so in Khorvaire. The origins of this species are unknown, but these hulking brutes are rumored to be some long ago experiment by a Daelkyr to alter

and transform the giants of that region. The reason for this known only to them. Lending credence to this idea, the Athach are very similar in mind and attitude to

the Hill Giants of Xen'drik and southern Khorvaire. Beyond that though, the similarities stop.

An adventurer’s journal was recovered some ten years ago detailing a massive battle between several hill giants and a pair of athatch in the jungles of Xen'drik. The adventurer noted that the giants, who had quite obviously seen her party, ignored them and instead battled the two much larger and powerful Athach. The note went on to detail the account of the battle, stating that all the while, the Hill Giants would taunt and rant at the Athachs, calling them "Tainted Ones" in the giant tongue. Lord Ashborn, an exiled fire giant, gave an audience with the researcher who had discovered the journal. During this time, he recounted a legend, which told how the Athach were mostly unknown to the giants until some 3000 years ago, when they began to appear from deep beneath the earth. Ashborn seemed mistrusting of this tale as he believes it’s origin originated from the Hill Giants and that, in his words, “it could be just the ramblings of their superstitious minds at work”.

Automatons 3.5 Monster Manual II pg.27 House Cannith had always excelled at the construction of homunculi, golems, and other unintelligent constructs. At one point however, one of their elite had a bought of inspiration and turned to a different type of creation. Instead of solid constructs, he envisioned a series of clockwork gears and mechanisms, which he would then animate with shadow magic. The invention was a success, and the automaton was born.

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Two hundred years ago, they were the pinnacle of House Cannith production lines, and were a critical step in the development of the Warforged, perceived by some to be the great grandfathers of the race. Even today, the automatons are considered some of the greatest inventions ever designed, and are still used for excavation and mining. There are four types of Automatons. The most common are the Pulverizer and the Hammerer, which are the original two models developed. The other two models are the Shoveler, and the Loader. The Shoveler is known for its four arms, each one ending in a sharp adamantine shovel. It is also one of the larger automatons, used to clear out excessive amounts of dirt and rock, with its oversized shovel shaped arms. The rarest and newest type of automaton is the Loader. Unlike the others, the Loader is not even vaguely humanoid, instead more insect-like in appearance. The Loaders come in two sizes, the more common Mini-Loader, which is used inside of mines and other areas where dirt needs to be carried out and the massive Goliath. The Goliath Loader is the size of an ogre and is used to haul large amounts of soil, transporting minerals from the mines to processing locations. Unlike the other automatons the Loaders are completely defenseless, and the Goliath Loader never leaves without an small contingent of guards to protect it’s cargo.

Avolakia 3.5 Monster Manual II pg.28 The Avolakia is one of the strangest aberration to exist, and are extremely rare. Given the appearance of these creatures, one would think that they're

the creation of the Daelkyr, or perhaps natives of Xoriat. However, any who have delved the depths of Khyber to ask are met with nothing but confusion when the word "Daelkyr" comes up. Thusly, only themselves and a scarce few members of other races know the true origins of the Avolakia. In truth, The Blood of Vol cults can claim responsibility for the creation of this race, and in doing so earned the animosity of Illithids everywhere. For the last one hundred and fifty years, these creatures have been secretly bred by priests of the Blood Of Vol, unbeknownst to any of their followers. They where originally created as a tool in an attempt to convert many of the cults of the Dragon Below. Today there are two or three small communities of these creatures in existence, each one deep beneath the earth. These communities are mostly populated by humanoid followers, who where placed there to help the Avolakia or have converted to the Blood of Vol. Most Avolakia worship the Blood of Vol, specifically through a high-ranking member known as Kyuss, a once human lich necromancer who now acts as Erandis Vol's intermediary between the church and the Avolakia. Exactly what Lady Vol is planning to use the creatures for is uncertain, but it will likely involve their natural ability to turn corpses into undead.

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B

Banshee (Wailing Ghost) 4e Monster Manual pg.117 3.5 Monster Manual II pg.30 The Banshee is a rare and deadly sprit, born from tragedy and destined to an existence of wraith filled vengeance. Though known to inhabit varied locations, mostly the result of some unique horrific event or circumstance, the greatest concentration of these spirits exist mainly in two separate locations in Eberron.

Found near ancient ruins of giant civilizations, the banshees of Xendrix owe their existence to the devastation wrought during the Quori conflict and then later by the hands of the dragons. The most dangerous of these are the once giants

that died during the cataclysm that shook the foundation of their continent. These banshee are usually of great size and their essence is said to be so permeated by the horrific nature of their death that any who feel it’s caress can be overwhelmed with nightmares consisting of searing skies and blinding flashes of wholesale destruction. Cyre, in the area now called the Mournlands, there exists a unique version of this fearsome soul. Created during the massive upheaval of magic released on the Day of Mourning, these banshee are

not a single entity, but the blending of several spirits who lost their lives on that sad day. This legion like nature has give them the unique ability to shift between the visages of their former lives, assuming many different humanoid, and non-humanoid shapes. The personalities of these creatures shift with the same frequency, though the basic desire to cause malice and sorrow underlies every action it takes. Encountering these creatures can be unsettling to say the least as they are able to sometimes disguise their true nature till there is no hope of avoiding their wraith.

Basilisk 4e Monster Manual pg.26 3.5 Monster Manual pg.23 Commonly found in Droaam and within the Blade Desert, the Basilisk is a native creature to Khorvaire and Xen'drik, and even at one time Sarlona. The Khorvaire Basilisks, is the most common variety but stories of large ones growing to 12 feet in length and weighing more then 2000 lbs are known. There seem to be three variety that inhabit the lands, the largest of which, the Scimitar Basilisk, is found in the Blade Desert. These creatures are seen as walking nightmare, and even the gnoll usually take great steps to avoid such them. Another common variety is the Khyber Basilisk, which many believe could be the originating species. It is seen throughout the deep realm, but only appears above ground in the areas of Droaam. There they are frequently used as guard animals and usually fitted with special helmets that cover their face, so that normal beings have nothing to fear. These Basilisk are not much different from the Scimitar Basilisk but

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do not seem to grow to the large size that there desert cousins can achieve. The most unusual of the species is the amphibious type found to most commonly inhabit marsh filled lands of the Shadow Marches. Though similar in appearance to a normal basilisk, its

aquatic environment has given it strange physiological changes that make it truly unique. One of the smallest varieties of basilisk, its body appears to be more streamlined then any

other. Its six legs have actually evolved into flippers and its head has taken on a decidedly more crocodilian shape. Its tail extends into a fluke like shape with which the basilisk uses to help propel itself through the water at surprising speeds. It lives only in deep swamps and never comes on to land, except to lay eggs Though the Khyber Basilisk is the most common, Xendrik has it’s own variety to be feared, the Menechtarun or Greater Abyssal Basilisk. This creature is only found in the eastern portion of the Menechtuarun desert, between the Sun Pillars and Fangs of Argarak. They are the most powerful and dangerous variety that exist, and in some ways seemingly the most diverse offshoot of the basilisk line. The creature has a more developed set of jaws and can grow between twelve and fifteen feet in length. The most startling revelation is the theory that they may possesses intelligence surpassing any exhibited by the other varieties of basilisk to date. Though it has been never captured nor have any remains been brought forth, the scholar who detailed and documented the experience is quite renowned on the continent and is considered to be abruptly honest with his observations.

Beholder 4e Monster Manual pg.32 3.5 Monster Manual pg.25 An official ecology was written by Keith

Baker and can be viewed at this link. http://www.wizards.com/default.asp?

x=dnd/ebee/20050704a Behir 3.5 Monster Manual pg.25 Until recently it was presumed that the Behir was a primitive species, it’s intellect no greater than that of a lion or tyrannosaurus. Marl ir’ Perkin, a well-known adventurer and favored of the Morgrave Institute, has since changed this opinion. During one of his many explorations deep into the Demon Wastes, Marl was taken in by an ancient Behir who had helped him escape the clutches of a pack of savage barbarians. It was from this behir that he reportedly learned the secret origin of their species on Eberron. From the recounting, the behir are in fact the children of the blood of Syberis, much like the dragons, evolving from the deluge as it rained down upon the land during the time of creation. Their connection to Eberron was deeper, however, than their draconic brothers, inspiring them to become guardians of the lands themselves, if not the creatures that dwelled upon them. During the many ancient conflicts between the Dragons and the fiends, the Behir stayed mostly neutral, acting only to protect Eberron

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itself. They cared nothing for either side of the conflict, and so it would of stayed if not for an unwise decision by the Rajahs to turn their evil attention towards Behir lands . Once this happened the Behir and Dragons fought side by side, though many Dragons treated them with distain because of their refusal to involve themselves for so long. Many stories through out the ages have shown Dragons and Behirs battling one other in titanic clashes, their animosity continuing to this day. Currently inhabiting all four corners of Eberron, Behir are an isolationist species, tending to shy away from other races. Preferring the simple life, they tend to settle in more wild environments, as opposed to the more populated centers around the world. Similar to dragons in both mannerisms and physical appearance., behirs grow in both size and power as they age, and come in many different and diverse colors. A sect of Behir, to supposedly avoid more conflict with the dragons, has delved into the depths of Khyber where they carve out an more violent existence. Unlike the Behir above ground, these are much more violent and chaotic, probably due to the inhospitable realm in which they live, though some say that the real reason they are like this and why they moved into Khyber was to plan their revenge. These types are rarely seen above the surface, but outnumber those on the surface. Other than coloration, there is no difference between the two, the darker shades being the most predominant.

Blaspheme 3.5 Libris Morits pg.85 These horrific undead are the foul creations of necromantic masters in Karnath. Though they were used only in the final years of the last war some of the horrid beasts can still be found either in the service of Blood of Vol cults, under Karrnath rule, or simply wandering free in the wild to feed off the flesh of anything that gets close to them.

Blink Dog 3.5 Monster Manual pg.28 Blink dogs are native to both the Talenta plains and the Blade desert. Those in the plains tend leave the blink dogs to their own devices, however it is still consider ed a milestone in a scout’s capabilities when they sneak up on a blink dog and touch it before it can disappear. House Vandalis reportedly runs the only Blink Dog kennel, using them for both hunting and breeding purposes. A properly trained hunting dog can use its teleportation abilities to truly confuse most types of wild species. Breeding with normal dogs is done to transfer the apparent instinctual hatred of displacers to lesser canines, allowing for more affordable, but highly effective guard dogs for the general populace. Interestingly, there is a species that is believed to be a cousin of the blink dog, found in Frostfell. They do not retain the

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ability to "blink" or teleport, but instead have an innate blurring effect, which helps them blend better with the snowstorms that rage across the continent. Another species of Blink Dog, native to Sarlona, has been fully domesticated since the rise of Riedra. Unlike the common species of Khovaire these hounds are psionic in nature, possessing certain natural abilities that aid in detecting intrusion. Used as guard animals, they appear to be of a slightly larger size slightly larger and a bit of a heartier nature. In the western reaches of Khorvaire the Vvarrak's Hound, a large and powerful breed, is considered sacred by the Orcs that follow the druidic traditions. It is considered a great dishonor among them to hunt down a Blink Dog and kill it. Legend persist among these tribes that Vvarraak created them to help in their battles against the Daelkyr. Blood Ape 3.5 Monster Manual II pg.32 These strange magical apes are found only on the continent of Argonessen. Said to have been created through the powerful magic of the Dragons, only a handful have ever been killed or captured, and little is truly known about them.

Despite their name they are believed to be omnivores, primarily feeding on plants, which make up the bulk of their diet. Their sanguine moniker actually refers to their crimson coats of fur, which are highly prized in Khorvaire markets. Extremely territorial, blood

apes are not to be taken lightly, their

massive size, and the ability of males to grow to even larger proportions has caused many deaths. Other then the Alpha male, these creatures are naturally shy, and will usually leave the area until it is safe, which tends to result in the death of whatever disturbed their habitat.

Boggle 3.5 Monster Manual II pg.33 Theories on the boggle’s beginnings range wildly depending on the area. Talenta mothers tell their children wild stories of how these scavengers were formed from a halfling tribe living in the vicinity of a daelkyr prison. Overspill from a Husk of Infinite Worlds is what they say caused the corruption of the halflings into the form they hold today. In truth, though the daelkyr are the reason, their actual origin stretches back to the last invasion, and concerns a group of gnomes, not Halflings, that fell into the clutches of a being named Yynemmegh. After continual experimentation, the daelkyr was simply unable to make a decent combatant out of the gnomes, eventually giving up in frustration and releasing the first boggles out into the world. Despite the harsh treatment, modern day boggles still revere him, her, or it as a god, erecting small statues reminiscent of its visage built from the items they pilfer. The Boggle’s penchant for petty theft and abilities to harangue pursuers hence avoiding capture, makes them widely considered an annoyance to the law enforcement officials of most major cities in Khorvaire. They can be found wherever there is a city large enough not

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to notice a few extra petty thefts, and that has enough abandoned or vacant houses that nobody would notice their being there. Rumors abound of a boggle community comprising over a thousand members somewhere in the abandoned lower city of Sharn, though nobody who's claimed to find it has been able to lead anyone there. The creatures seem to have a sort of rivalry with Ethereal Filchers, the two entering into "wars of acquisition" marked by rashes of petty thefts if one seeks to make a home in the territory of the other. Bored, or perhaps mentally unstable, scholars who make studies of the anatomy of these daelkyr spawned creatures have also noticed nearly identical biological structures that control each of these creature’s magical modes of transport, leading to theories that the two may have been created by the same Daelkyr. No one has yet to take such theories seriously.

Bogun 3.5 Monster Manual II pg.34 3.5 Complete Divine pg.152 3.5 Masters of the Wild pg.82 Many years ago, an artificer by the name of Saal Bogun, strolled out of the Eldeen Reaches, just before the beginning of the Last War. He traveled all about Khorvaire, improving his skill, but never truly becoming accomplished in the art. In his later years, feeling abused and neglected, he returned home to the deep woods where he had grown up. Soon after returning he was visited with an inspiring dream. In it, Eberron herself spoke to him, departing with him a way to show others that the art he learned can be true to the druidic faith. After consulting with his friends, and being a strong believer in the druidic faith, he set about attempting to duplicate what

was shown to him. After only a few years, the first construct was created, and he looked upon it with pride, Taking the creation to Oalian himself, he hoped the master would see how true to the faith this new innovations could be. Oalian was amazed and saw the invention was indeed a part of the natural order, and not an abhorrent misuse of the natural world as Saal had feared. For the remainder of Saal's life he was a heartfelt member of Oalian's druidic circle, and advised the council on ways to use the arcane to benefit nature. In his death, the artifice he had created was named after him, and many druids that understand the arcane is not meant to be despised, keep boguns to honor him. The Greensingers, though supportive, instead believe it was not Eberron, but in fact representatives of the fey that taught Saal the methods to create the bogun, but they have little proof of this.

Bone Naga 4e Monster Manul pg.194 3.5 Monster Manul II pg.35 Bone Naga are undead creations of the species called the Dark Naga. If during a conflict, a dark naga kills a guardian naga as either ritual or sport it sometimes raises the enemy as a creature of bone under its control. If the guardian was a truly hated foe, one of the dark’s most favored

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torments is to allow the newly risen creature to retain full knowledge of its identity and force it to kill other guardians that get in the way.

Bone Ooze 3.5 Monster Manual II pg.35 The few actual documented encounters with bone ooze have occurred in sealed ruins that were later found to be tombs

of Dhakaani generals. It is speculated that these things are related to Bonedrinkers in some way, since a large amount of those that exist were originally created from Dhakaani goblinoids that underwent unorthodox

and improper burials. The most popular theory is that if a Bonedrinker goes without feeding for a long period of time, the white fluids that leak from their weeping sores will collect, this becoming the basis of an ooze. Due to the danger that the creature presents to an adventuring party, it would appear that only warforged are capable of getting anywhere near one without immense danger.

Brain in a Jar 3.5 Libris Mortis pg.90 The sinister creations of Illithid necromancers, this horror is nothing more than an attempt to preserve and scan the minds of captured thralls that die of natural causes. Some even believe that the more powerful of these creatures are in fact the brains of Dalkyr lords, having been preserved by

their Illithid minions to keep their masters wisdom in check.

Braxat 3.5 Monster Manual II pg.37 The monstrous beasts, known as braxats seem to be most common wandering the desert wastelands of Sarlona. These creatures are highly violent and have little to do with others, even their own kind and are believed to be the prodigy of an ancient giant breeding program. However, there appears that some sort of tension exist between the two creatures, as braxats will either flee an area inhabited by giants, or will actually band together with rivals to eliminate them. Whatever the cause, this violent nature has thankfully led to keeping the braxat population relatively low. A truly murderous species can also be found in either Khyber or in the treacherous Endworld Mountains. Extremely rare, most attempts to capture a specimen have resulted in death for the entire hunting party. Recently however, a hunting expedition led by the renowned Boroman ir'Dayne recovered a partial corpse comprising of the head, torso and one arm. Study of this remnant revealed that the creature had undergone partial ceremorphosis, placing the blame for its creation squarely at the feet of the illithids. In truth, there are an untold number of subspecies and many mutant versions that appear to exist, particularly on the continent of Xen'drik. Here, the creature’s type seems to vary so widely that the drow have an old adage that roughly translates to "Determining the

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future is like predicting a Braxat's prodigy."

Bulette 4e Monster Manual pg.38 3.5 Monster Manual pg.30 The massive predator known as the bulette seems to have been here as long as any other creature can remember. Many ancient documents and collections have all described "Land Sharks" of similar design and ferocity. Though pervasive, there seem to be only two lands that don’t have a common population of bulette, Frostfell and Argonessen.

Little is known about the bulette's origins, but much has been learned of their mindset. Nomadic for the most part, only bulls have been known to hold any sort of territory for a prolonged period of time. Wherever food can be found in great abundance a male will stay and feed until it can no longer sustain itself. Females on the other hand constantly wander throughout their lives, only stopping to eat and mate. On Khorvaire Bulettes can be encountered with great frequency, mostly within the King's Forest of Breland and southern Karnnath near the borders of old Cyre. King Borenal is noted for killing the largest known member of the species to date, it’s head mounted above his throne. The story goes that Boranel, upon returning with the beast, had to

behead it, lest its body occupy a large portion of the court. King Boranel has claimed that he struck the beast down with one mighty blow from his bow but even to those closest to him, it is considered idle bragging. The karnnathi bulette is somewhat different from others. It is said that since they tend to feed on zombie and skeleton soldiers, the necromantic magic in the undead’s creation has tainted the indigenous bulette.

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Carrion Crawler 4e Monster Manual pg.40 3.5 Monster Manual pg.30 It is presumed that the Carrion Crawler is the spawn of Khyber itself and has been roaming its depths for thousands of years. The first documented record of a Carrion Crawler was discovered in an ancient document uncovered on the continent of Xen'drik. The document was the account of a giant overseer by the

name of Dulgan, who stumbled over some large worm-like creatures in the depths of a cavern where he had left his elven slaves. The giant was shocked to find that all his slaves had been, or

were in the process of being, devoured by the fearsome creatures. Striking down one of the beasts, the others turned and ran, scared by the appearance of more formidable prey. Taking the carcass of the dead creature with him, he reported the situation to the rulers of his province, expecting some sort of compensation for his loss of slaves. The account ends there, though separate evidence has been uncovered from a different site that alludes to a giant of the same name being hanged for treason. Whether these two persons are related in anyway is currently unknown. Many varieties of the crawler seem to exist throughout Eberron, though most are of a similar nature and design. An exception to this is the Spinetingler, so

named for the large spines that cover its body. Found mostly in the jungle regions, their spikes are useful for deterring predators and also carry with them a paralyzing toxin. A unique aspect of their spines is their ability to launch them at prey at a great distance and accuracy.

Catoblepas 3.5 Monster Manual II pg.41 The Catoblepas is not a natural occurring beast, and without questions its origins are tied to the Daelkyr. Like so many artificial species they spawn numerous mutations and strange breeds, usually caused by the manifest zones they inhabit. This hideous creature can be found in the many marshlands of Khorvaire, Xen'drik, and to a lesser extent Argonessen. Claims have even been made that within Khyber the Catoblepas thrive, living off of fungal forests and lichen.

The strangest of the breeds is a subspecies of the smaller Khyber type, known as the Hytoblepas. The most noticeable difference is the numerous heads of the creature, usually 3 or 4, and has a more slender body. Also unlike the other catoblepas that have a regular hunting schedule, this subspecies will often exist on a diet of meat, which is readily available. There is an unsubstantiated belief, proposed by a small group of scholars, that the hytoblepas was spawned from the unlikely crossbreeding of normal catoblepas and hydras. This theory holds no true acceptance considering, save the

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multiple heads, they share no other traits with the hydra species.

Chimera 4e Monster Manual pg.41 3.5 Monster Manual pg.34 Chimera are wildly believed to be an old species that harkens back to a time during the great war between dragon and rajah. As the story goes, a particularly mad rajah held such contempt for his hated enemies that he created the chimera to mock them with a horrid abomination of their very nature. Disgusted by their existence, the dragons set about to destroy every last one so the monstrosity couldn’t spread its filth upon dragon soil. At the end, in a grand and magnanimous gesture, they instead relocated them to other parts of Eberron, for who is of greater blame, the abomination or its creator.

Though an impressive story, the truth is far more disturbing. The Chimera

actually harkens back to the time before Dragons had gained their full sentience. They were the result of near-feral dragons that, finding no draconic mate when breeding season came, took to interbreeding with animals. Once the dragons gained their full mental state, they saw the bastardized results of their indiscretion and learned the value of being more selective with their breeding as well as a general contempt for lesser dragon birthed species. Their embarrassment is the reason nothing has been done to correct the misconception of their origins though out the world.

Many chimera can be found on Xendrik, though the largest contingent is actually located in Frostfell. Khorvaire once had an impressive array of the species as well, but since their inception, whenever a non-dragon society begins to grow to the point where they could discover the correlation between dragon and chimera, a campaign of genocide is begun to eradicate the abomination from the emerging area. All in an attempt to hide their dirty little secret from the lesser mortals. Eradication is not a simple business however nor is it ever absolute, so the occasional chimera can appear almost anywhere in Eberron. Legends as well are a hard thing to kill and word of the magical beast has remained in myths from many cultures. In fact, one such tale tells of an ancient fortress of the fiends, deep within Khyber, which use a pride of massive Chimera to guard its dark gates. The chimera eviscerate all who come near, save those who bear “the mark.” Where this fortress is, or what mark is being spoken of is still a mystery.

Chuul 4e Monster Manual pg.43 3.5 Monster Manual pg.35 From the realm of Madness these creatures came. Unlike others from that plane the chuul where not a creation of the Daelkyr lords, but an indigenous species. They did however serve as minions to the Daelkyr during their war against the orcs. Today the Chuul seem to show no signs of allegiance and appear to care little for the Lords of Madness. Instead they live a wild and chaotic existence roaming the seas south of Khorvaire.

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Chuul are found mainly near Shargon's Teeth, where some have attempted to live among the Sauhgin, setting themselves up as gods. The swamps and rivers of southern Khorvaire are also their home, as well as those of northern Xen'drik. Recently, Aerenal has begun to have encounters with these beasts as well, which is disconcerting to many. Several governments of Khorvaire are showing some concern, as it seems the chuul are expanding to new seas and lands every year, claiming more and more territory.

Cloaked Ape 3.5 Monster Manual II pg.46 The Cloaked Ape is a rare breed of ape that inhabits the tropical forests of both Xen'drik, southern Khorvaire, and Aerenal, though the breed seems to originate from either Aerenal or Xen'drik. The common Cloaked Ape is native to both southern Khorvaire and Xen'drik, but there are three subspecies currently known to exist as well.

The famous Banshee Cloaked Ape of Aerenal is one of the strangest of the breeds. It has innate abilities that allow it to evade predators, and it hunts using a sonic screeching attack that stuns its prey.

The Giant Cloaked Ape of Xen'drik is the largest of the subspecies, greater in size then a common ape. It is also one of the rarest breeds of cloaked ape to exist, with only a handful of sightings ever documented. In the King's Forest another subspecies, the Regal Cloaked Ape, can be found. Of

all the variants this one seems to be the most well known. These cloaked apes are famous for their beautiful coats, with colorfully patterned "cloaks", which are jokingly referred to as their “coat of arms". This subspecies is also known for its unique ability to use prismatic spray on foes that have attacked it.

Cloaker 3.5 Monster Manual pg.36 3.5 Lords of Madness pg.142 The Cloaker is a rare and elusive creature, and an enigmatic one at that. Since little is known of them, it is no surprise that an array of myths have sprung up to explain their existence. Those among the Church of the Sovereign Host claim they are no common creature, but spawn created from the flayed skin of the Mockery. Others believe that the they where the creation of the Daelkyr and, as opposed to many such experiments, were not considered a failure. A common belief among the educational institutions of Khovaire consists of the cloaker being born of Khyber, much like

the fiends. Not having the same ill intent as the Rajahs they did not take an active hand in the war of the Dragons and Fiends, instead

choosing to keep to the dark. The greatest authority on cloakers, an elf scholar who studied in the floating citadel of Arcanix, has discovered that there is actually a subspecies of cloaker known as the Shadowcloak Elder. He says that the power and abilities of this cloaker overlord is verifiable proof that they are tied to the realm of darkness,

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adding more evidence to them being spawns of Khyber. He further suggests that there are rumors of some sort of society being formed within the Plane of Shadows and deep within Khyber by these creatures, but for what purpose is currently unknown.

Clockwork Horror 3.5 Monster Manual II pg.47 One of the greatest achievements the ancient giants were known for were the advances they made in the realm of artifice. The clockwork horror is a testament to that skill. Little evidence of such creatures still exist, but not too long ago some surviving relics were brought to the attention of the Wayfinder's Guild, accompanied by a fantastic tale of adventurer. The group that brought the remnants of the clockwork creations, claimed they had discovered a great ruin where these automated beasts still functioned, bound to their original purpose. The constructs constantly mined out ore from around the ruins, and paid no mind at all to the intruding adventurers. That was, until they attempted to inspect deeper with city. To their utter amazement the creatures acted in unison, moving with precision and single-minded efficiency. Had it not been for sheer luck, and the discovering that the creatures could not follow past a certain point, the tale would of ended before it began. Though they found out little about how the creatures were created, they did discover that the giants were responsible

for their manufacture. Study of the surrounding area also revealed evidence that the ruins were secured at one time, after the horrors somehow caused the fail of the city. Giants from neighboring cities actually guarded the area until the complete collapse of their civilization.

Cockatrice 3.5 Monster Manual pg.37 Once nothing more then a common bird, the origin of the cockatrice dates back thousands of years. The first record of any such creature seems to indicate that the Medusa were responsible for their breeding. The record states that the giants, while exploring an entrance to Khyber, discovered a conclave of Medusa held up deep beneath the earth’s surface. This group had apparently bred the cockatrice as pets as well as guards against any minor predators. Today three varieties are known to exist, the most powerful of which being the giant variety. These large birds, which make their home on the continent of Xendrik, are the size of full-grown men, and seem to be a magical offshoot developed by the giants themselves, hence the increase in their size. They were believed to be used in the great war as a type of shock troop, wading into the enemy’s ranks and turning them to

stone. Unlike many Cockatrice this particular variety seems to be very colorful and vibrant, especially for the

male. It has beautiful gold, silver, and copper colored feathers. Its tail duplicates this same scintillating plumage. The other two varieties are more closely

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related. The first, commonly known as the Keeper’s Bird, is found in greatest numbers in the area of Droamm, deep with the earth. The most numerous of species, the name is derived from a myth that those petrified by the cockatrice cannot let their spirit flee to Dolurrh, and are forever trapped within their stone form. The other is found on the plains of Sarlona, and is said to have been brought their years ago by Lhazaar herself. The Inspired at one point went to great pains to try and remove the creatures, but have come to the conclusion that it is next to impossible. Commonly the rebels of Adar capture the birds and will release them into Riedran garrisons.

Corollax 3.5 Monster Manual II pg.50

The Corollax is one of the most beautiful birds in Eberron. They commonly inhabit Aerenal, but many flocks do migrate to northeast Xen'drik and

southwestern Khorvaire. These birds are highly prized for their beautiful appearance and singing, Q'barra actually selling the birds on a regular basis to visitors.

Crimson Death 3.5 Monster Manual II pg.53 The Cults of the Dragon below, though many consider a singular entity, is understood by the more informed to be

made up of many separate factions with different purposes. One such cult is responsible for the undead creatures called Crimson Death. Specifically designed to abduct sacrificial victims without any danger to the more mortal cult members, they served their purpose quite well. That was until the destruction of this sect of the cult by forces unknown. With a lack of leadership, the crimson death are now left to roam the Marches, abducting and killing any they please.

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Darkmantle 3.5 Monster Manual pg.38 This strange creature makes it’s home in only one place, deep within the earth in the realm of Khyber. Though usually found in the upper reaches, it is not unusual to find a Darkmantle laying it wait at the varies openings and entrances to the deep realm.

Though there have been many different varieties discovered, most have similar abilities and characteristics. An exception to this is the Nautilus Mantle. Strangest of the

breeds, this species camouflages itself in a specialized shell designed to duplicate the appearance of a stalactite. In this form, it hides in plain site on the ceilings of caverns, just waiting for the unlucky to walk beneath it. Another unique adaptation is a self defense mechanism devolved in case of it taking on prey it can’t handle. The nautilus can emit from its pores a black vapor that quickly fills the areas around it. The vapor is highly acidic and can cause temporary blindness.

Dark Tentacles 3.5 Monster Manual II pg.54 Found in the area of the Shadow Marches, most scholars who study monstrous creatures such as these

automatically assume that it is the creation of the Aboleth. This theory is not far from the truth, but with a slight difference in detail. The Aboleth were indeed responsible for a progenitor species of the Darktentacles, but not the one we know today. During the Daelkyr invasions, an unlucky few of the origin species came under the prevue of Belashyyra, legendary creator of another fearsome beast, the beholder. From this interaction they were changed forever to the creatures of modern day. Few of the original species have ever been seen, save for a tiny few specimens that have washed up from the marsh, though these samples were badly damaged from advanced decomposition. The only true differences that could be discerned from these decayed forms consisted of a lack of features on their large tentacle. The only telling mark was what seemed to be the remains of a single eye, several inches from the tentacles tip. The tentacles themselves seemed to be covered in some sort of highly corrosive mucous so intense it could etch Adamantine, but whether this was a natural defense or a result of decomposition is unknown.

Deathbringer

3.5 Monster Manual II pg.55 Mostly found on Xendrik, deathbringers are elite undead created by the giants of old. Used to battle the invading hordes of Dal Qouri, when the war ended, the intelligent undead sought to turn on their masters creating even more havoc and destruction. Some even theorize that this uprising of such a powerful undead

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force is the true reasoning behind the Dragon’s destruction of giant society. Currently, these undead behemoths are extremely rare, as many of them were destroyed in a rage of dragon fire. The weakened giant empires unable to crush the surviving force, sealed them away in fear of further retribution.

In recent history two other entities have uncovered the techniques for spawning a deathbringer, and using them to further their own ends. The first is Lady Vol, developing them as

frontline troops for when she declares all out war on the nations about her. The second is Count Vedim ir’Omik, of the Karrnathi court. Always looking for a more secure border, these deathnights are to used as shock troops to secure any uprisings and incursions into the lands.

Delver 3.5 Monster Manual pg.39 Seemingly more legend than fact, only one of these creatures has ever been documented, and even those records cannot be confirmed. The report claims that they where once a natural creature of Eberron, a type of burrowing invertebrate, such as a worm or slug.

Through Daelkyr intervention, these relatively harmless gentle giants were transformed into this mythic creature. Even today the creatures are usually

transient and passive, only fighting to defend themselves. What makes them so

fearsome is how dangerous their burrowing ability can be. In fact, one could consider them a type of natural disaster with their proclivity to create sinkholes that can cause the collapse dwellings and other structures.

Derro 3.5 Monster Manual pg.49 Apparently an offshoot of the dwarven race, over the centuries the derro have been changed and mutated into a small

and psychotic separate species. Found deep beneath the surface in the realm of Noldrun, the derro, whose name means "Mad Blood", seem to live in small societal groups which are in fact cults that worship madness and

despair. Rumored to be cannibalistic, it is quite common for them to sacrifice outsiders that have been caught within their realm. The derro constantly hide in the shadows of duergar estates, attempting to spread their corruption. Claims persist that the derro are building a great city to their god, one filled with twisting tunnels and unspeakable horrors. Another rumor has surfaced stating that the denizens of Noldrun are not the only type to exist and there are in fact others who, neglecting to make the journey to Khorvaire, thrive beneath both Xendrix and Sarlona.

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Desmodu 3.5 Monster Manual II pg.62 3.5 Savage Species pg.218 Little is known about the desmodu, nor have few ever been seen since they primarily make their home inside the borders of Argonessen. What knowledge there theorizes that they are related to

the more common Nycter of Argonessen, and that both seem to share similar cultural traits to the Seren. The Desmodu, like the others, are dragon worshippers and live in a tribal society though because of their traditions they are a much more warlike

community. Many claim that they were assigned the task of protection the borders of Argonessen by the dragons themselves, but there is little proof of this. Primarily a subterranean race, over the years some have moved to the surface and began dominating the Nycter tribes. These mixed tribes are extremely warlike, possibly even more so then the Khyber dwelling cousins who commonly guard ancient ruins beneath Argonessen’s surface. The only peaceful contact with a Desmodu was made by a young adventurer from house Vadalis by the name of Joda Rantaru. Joda had inadvertently brought back a severely wounded War Bat from deaths door, and its desmodu chieftain master offered the young adventurer a substantial reward. This reward was graciously turned down, as the Joda had no interest in a nycter mate. Surprisingly not slighted, this reaction somehow further enhanced

the relationship between him and this tribe, to the point that every few years, he returns to them with tales of the outside world, and to trade goods from Khovaire. Of course, this could be nothing more than idle bragging on the part of a fame-seeking adventurer. Destrachan 4e Monster Manual pg.59 3.5 Monster Manual pg.49 It is unknown whether these beasts were spawned these or in fact brought to the lands by the Daelkyr, but either way, Destrachan were once used as living close range artillery against the Dhakaani. Today these beasts roam the darkness and are usually solitary creatures, though it is believed that many of them are still held by the shattered armies of the Daelkyr. Destrachan are dangerous and powerful creatures, and many varieties exist. One such variation was captured, in the Demon Wastes, by a Templar of the Silver Flame. The creature seemed to have been twisted by the delving landscape there, and this has led to the belief that maybe Destrachans true origins are bound to not just the Daelkyr, but to those of Khyber itself. Whichever the origin, two things are commonly known about Destrachan. First, they are inherently evil, and second they are even more inherently dangerous.

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Digester 3.5 Monster Manual pg.59 The Digester is a strange creature native only to the darkest jungles of Xen'drik.

Little has ever been discovered about these creatures, their offensive capabilities usually negating the idea of survivors. One

thing that has been discovered concerns their living habits. Apparently they never live in groups of more then 6 creatures, and usually only the largest ones are solitary in nature.

Displacer Beast 4e Monster Manual pg.70 3.5 Monster Manual pg.66 The Displacer Beast is one of the most majestic creatures known. An inhabitant of the many hillside regions of Khorvaire, they roam in small prides, keeping to their hunting grounds where their

numbers are greatest. In many places the creature has been hunted to extinction, pushing those who survive into close wooded areas. They are highly intelligent for

animals, and in some of the more wild regions are commonly referred to as man-eaters. The most common is seen throughout Khorvaire in the hill country, but another breed exist in the mountainous regions, usually near forests. This breed is commonly called the Drhaaran a goblin word for "Mountain Shadow". They are slightly larger then the more common

Displacer Beast, but not nearly the size of the Pack Lord. They are also solitary hunters, and rarely in groups larger then 2 or 3. Rumors persist of another breed native to Khorvaire that inhabits the canyons of the Demon Waste. They say the creature is as large as the Drhaaran, but has a coat of crimson fur, striped with black, and that it has strange magical abilities that other Displacer Beasts do not have. The rare and elusive Pack Lord of Xen'drik is the largest variety of Displacer Beast in all of Eberron, measuring over 20 feet long. It is usually a solitary hunter, but commonly mates with the more common Displacer Beast. In prides containing Pack Lords, all are female, the lord being the only male of the pack. It is unknown why this breed only produces males that differ from the rest, but they are some of the most powerful creatures in the Jungles of Xen'drik. Doppelganger (Ethereal) 3.5 Monster Manual II pg.94

This variation of doppelganger is said to have originated from a large group the core species that resided in Sarlona many years ago. During that time they thrived, using their innate skills as

assassins, spies, and power brokers to establish a rather prosperous society. This was the nature of things until the day the Inspired arrived on their shores, the rise of Riedra being their ultimate downfall. The doppelgangers of Sarlona where hunted with even more intensity than their brother species, and many, in desperation, fled to the Ethereal Plane.

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Over the years their bodies have undergone various changes because of their new environment, and most don't even remember the past events that drove them to their new home. In fact can't even recall their past experiences with one another, and commonly view others of their species enemies.

Dragons, Gem 3.5 Monster Manual II pg.77 Mysteries surrounding dragons permeate the lands of Eberron, the greatest of which being the origin of the faceted species known as Gem Dragons. Preferring to travel the planar realms,

these majestic beasts are one of the most rare and elusive breeds of dragon kind. It is because of this that their beginnings are such a hot topic of exploration. The most commonly

held belief involves them being the offspring of metallic and chromatic dragons. A rare and powerful species, but in no way as established as those of spectrum or metal. Another theory states that they came into being when the first dragons actually ingested Syberis shards, altering their forms to that of the gem type known today. One of the more ludicrous theories, held deeply by the Inspired, believes that dreaming spirits invaded the bodies of dragons, and as this possession took hold, the dragons began a startling metamorphosis, and as the aged the change became more pronounced until those of gem were the result. This theory though entertaining, is, for lack of a better word, flawed. For ages past hatchling Gem dragons have been

discovered on several occasions, some believe disproving the possession theory. The Inspired however seem to hold strong to the concept regardless of any other proof, and have denounced Gem Dragons, along with all other dragons, as enemies of Riedra. This pronouncement even states that, if chance arises, they should be cleansed from the world of Eberron.

In truth, the Gem Dragon is the oldest of the dragon species, formed from the purest of essence that flowed from Siberys after his downfall. In ancient days,

when the nine common dragon races where young, those of gem had already inhabited Eberron for at least 2 or 3 generations. As they became aware of the other planes, many actually began to leave Eberron to explore the cosmos. After years of traveling and gaining what they considered a higher view of universal truth than any of their kin, these dragons decided to take it upon themselves to protect their younger kin, guarding the planar boundaries and

watching for any tears that may occur. Although not as outright powerful as the other dragon species, they are able to manifest both impressive psionic powers,

as well as an array of spell like abilities. For the last few thousand years, the other draconic races have utilized their older cousins wisdom, by requesting them as

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independent negotiators for their affairs, as well as information brokers on the planar realms. Dragon Turtle 3.5 Monster Manual pg.88 A sailor's worst nightmare, the Dragon Turtle inhabits all the seas of Khorvaire, though the more temperate waters seem the most appealing. Seen as one of the most dangerous creatures in the sea, it is not unknown for their territories to be free of other dangerous predators as the turtle broke no intrusion to what they

consider their private hunting grounds. Seen as yet another perversion of their species, dragons have a healthy dislike for dragon turtles,

and the feeling is apparently mutual. Though they will never fight to the death, stories among the Seren barbarians tell of titanic battles at sea between the two, upsetting shipping lanes and causing devastation on nearby island shores. Dragon Turtles are also considered pirates by nature, waylaying ships that pass through their realm and demanding tribute or destruction. The are apparently also quite found of pearls, and have been known to escort ships out of their territory with several of the shiny bauble as payment.

Dragonne 3.5 Monster Manual pg.89 This nocturnal predator stalks many lands. In Khorvaire they inhabit both the eastern hill country and the Blade Desert. They have even been known to

roam the plains of Talenta from time to time. Seeming to avoid contact with humanoids, they prefer to live far from civilization. Extremely territorial, the Blade Desert is the site of constant conflicts between the Valenar and the dragonne. These creatures are well known predators of livestock and the trouble they have caused has led to sizable bounties within the Five Nations. Though halflings of the plains avoid any territory known to been staked out by the beast, the western orc tribes have actually sought protection by living in the realm of a Dragonne. Often leaving offerings of food and tribute, as a sign of respect they never take more then what they need from the lands they occupy. There is apparently another species existing in both Khorvaire and Aerenal, making the jungles and swamplands their home. This dragonne, commonly referred to as a dragirre, is less lion-like in appearance, and bears more of a resemblance to the common tiger. Its scales are of a coppery hue, with lines of black that resemble stripes. Outside the aesthetic difference, the dragirre is almost identical to its more common cousin. Another breed of dragonne inhabit the vast deserts of Sarlona and are considered one of the lands greatest threats. The rocky foothills of Riedra and Adar are said to be home to the largest and most dangerous of it’s kind. To emphasize their immense size while reciting a tale to his brothers, an Adar monks once said, "A Khorvaire Dragonne is a house cat compared to the beasts that I have seen." Among the Riedran lords, it is considered a great honor to slay the beast, dragonne hide being a

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object of status among society.

Dread Guard 3.5 Monster Manual II pg.87

While not commonly seen today, the Dread Guard was at one time the mainstay for construct bodyguards. Though used by many societies, the oldest known examples can be found in the ruins of Xen'drik and in ancient Dhakaani ruins. Though history though, the most

notable collection of Dread Guards was possessed by a minor lord who predates the rise of Galifar. Reports state that when he died two hundred of the constructs were instructed to build his impressive tomb, and then sealed within it as tribute. The location of this tomb is unknown, as the records that tell of it are mysteriously absent of any information that could be used to determine the lord’s final resting place.

Dryad 4e Monster Manual pg.96 3.5 Monster Manual pg.90 Ancient legend tells us that the dryad is said to be the physical manifestation of the soul of a forest, brought to life by a touch of Thelandis. Old Seelie love ballads contain the story of a great druid who fell in love with an awakened tree. One day a powerful and elusive fey in witnessing the love expressed between the two blessed the union, marrying their souls. Since then, many forests are blessed with a single dryad who, though tied to her tree, is the personification of the entire forest. If her tree dies, the soul of the forest too withers, plunging the

forest into a place where anything could come in. Forests that tainted either by the warping magic of the Daelkyr, which are too close to the prisons of the Rajahs, or are sites of great atrocities where much blood has sank into the roots of trees, has spawned dark dryads. These fey are reflections of the pollution that has corrupted the forest itself, and are fickle, unforgiving beings. Considered a bane to travelers, a dark dryad has been known to use its influence over the forest to cause travelers to lose their way, not find food, and ultimately starve. They are also know to bring great wrath down onto the heads of those that would dare defile the forests they reside in, resulting in the untimely ends of many loggers and miners. During the Last War, a very interesting phenomena was discovered by House Cannith. If a livewood tree used as the wooden component of warforged has a dryad bound to it, the Dryad is then bound to the 'forged. This connection with the soul of the forge forces a powerful bond between the pair, as the Dryad sees the 'forged as her tree, and the warforged sees the Dryad as a facet to his own soul. This type of creation is commonly referred to as a “dryforged”.

Duergar 3.5 Monster Manual pg.92 Found deep within the Mror Holds, this group of dwarves are sullen and mean spirited and claim to be part of the lost

clan, Noldrun. Over the years they have been corrupted by the taint of the Daelkyr, gaining strange psionic powers.

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Unlike the Derro, who are also members of this lost clan the Duergar, they detest the Daelkyr who ruined them. They seek vengeance and have no wish to return to the surface. Very few Duergar have even seen the surface, and even fewer still have returned to it permanently. They are born and live in a world of madness and war, and give little care about anything other then their vendetta against the Lords of Madness. The Duergar regard Derro as traitors and other dwarves as ignorant simpletons who ignore the dangers beneath them. It is claimed that other Duergar dwell within Khyber. These groups are those that made the journey from the Frostfell but were deterred or lost. They developed independently of the known Duergar and have widely different cultures based on almost a Norse sense of honor and battle.

Durzagon 3.5 Monster Manual II pg.124 While the Duergar do insist in waging a constant battle against the aberrations of the Daelkyr, they do not hold such a place of hatred in their heart for the fiends of Khyber. Many of the long lost brethren of the dwarves in fact have even turned to the face of evil and asked for its strength. Many times these violent and truly evil Duergar become Priest of Khyber or Warlocks, and many of these Duergar's children become the Durzagon. The fiendish taint that empowered their fathers and mothers to wage their unending war, changed them in ways they never could have imagined. Among the Duergar clans that have

turned to the fiends for power, Durzagon are considered nobility and to be given the utmost respect.

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E

Eagle, Giant 3.5 Monster Manual pg.93

These splendid and intelligent avians inhabit many regions of Eberron. Getting their name from the feathers on the inner part of their wings, the Silver Giant Eagle is the most

well known species that exists on Khovaire. Occupying the temperate and warm mountain regions in the east, these large birds of prey are admired for their exceptional grace and beauty. The largest type seen in Eberron, it is believed that the silver sheen of their wings allows them to blind their prey with reflected sunlight. Another species of eagle found though out Eberron is referred to as the Skyfisher. This grand bird’s body is covered in light blue feathers, trimmed in a bright white. The most striking feature is the stark white feathers that cover the head and neck, and run down its back in a straight line. The Skyfisher seems to be making its roost mainly in the area of Frostfell, sightings in other areas the result of migration patterns during the colder months. This has led to many of the birds being seen across Eberron from the coastal regions of Sarlona to the lake and mountain areas of east Khorvaire. The Death Eagle is one of the oddest looking of the various species found in Eberron. Named for it’s pitch black color and the skull like appearance of it’s head

based on the stark white feathers that form there, it roams the skies of the island nation of Aerenal. Rare and elusive, it has little to do with humanoids. Though it is considered a man-eater. As such the elves of Aerenal are reluctant to allow unescorted parties to roam the island.

Entropic Reaper 3.5 Libris Mortis pg.98 These undead arise in Kyruthi the Churning Chaos and many worshipers of the Dark Six believe them to be direct servants of the Keeper.

Ethereal Filcher

3.5 Monster Manual pg.1o4

Rumors abound on the origins of these sly aberrations, though their true origins are relatively unknown. One of the more popular beliefs involves them being a

creation of the Day of Mourning, the petty thieves across the area being changed and warped by the unimaginable release of arcane energies. This change split their essence between the material and ethereal planes, giving them the ability to shift between one and the other. Another popular rumor aggress they were once thieves, but instead of Cyre, it was the intervention of the Dalkyr that made them what they are today. Over the ages they were transformed using Husks of infinite Worlds to give them the

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abilities they have today. The truth is much more sinister. It is said that the Daelkyr are the devourers of worlds, and that their conquest has not only led them to the realm of Eberron, but many, many others. The Ethereal Filcher seems to be the twisted and augmented remains of such a conquest. When the Daelkyr came and waged their war in Khorvaire thousands of years ago, the Ethereal Filcher came with them, though it is unknown what world is their original home. Today the filcher is no more a minion of the Daelkyr, but instead a staple of large cities such as Sharn, and a downright annoyance to any artificer. Artificers are like a candy store to the filcher. Some reports even claim that these aberrations eat dragon shards as a snack. In the end these simple-minded creatures seem to have very little interest in high-minded plots, and instead roam freely, doing as they wish. Rumors still abound that insist many are still under the lure and control of their darker sides. This has led to the belief there is a fiercer larger species that exists within Khyber itself, though little evidence has been shown to prove this. Over the years some have found ways of making deals with filchers simply by exchanging one prettier item for another in the filchers horde of mismatched items. Adventurers should be wary of a filcher’s hoard how ever. The constant latent energies in the pile of magical odds and ends can lead to the eventual creation of a Ragamuffin. The filcher itself doesn’t seem to mind so much, as long as the ragamuffin doesn’t attempt to leave with anything. If there is something a filcher hates more than anything is having to chase down their “rightfully” stolen loot.

Ettercap 4e Monster Manual pg.107 3.5 Monster Manual pg.106 This abomination seems to be the creation of the Daelkyr. They are found in many of the southern forests of Khorvaire, as well as roaming strange fungal forests of Khyber. These creatures are ambush predators who are very skilled in their tactics. They usually live in small communal groups.

Also quite common within the jungles of Xen'drik, the ones that inhabit this forbidden land have been known to grow to greater sizes, some as large as hill giants. This is very

much a rare anomaly, and reports of the similar giant size ettercaps have been heard all about Khorvaire as well, so the authenticity to there existence could be nothing more than superstitious rumor.

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Ettin 4e Monster Manual pg.108 3.5 Monster Manual pg.106 The standing theory concerning ettins links their origins to the giants of Xendrik. It is believed that they were the product of a experiment with magical energies that the society was just beginning to understand. The

resulting backlash fused pairs of giants, within a surrounding mile radius, into a new type of being. Though many of the original victims of the magical surge were but innocent bystanders, the giant

community considered their existence sheer blasphemy and perversion. Those who were not killed outright were banished from giant lands on pain of death. This event and resulting treatment of the ettin is said to be the reason for the extreme violent reactions that occur when one contacts the other. They are also a very rare and elusive creature, prone to solitude, wanting little to no contact with other intelligent beings, making Xendrik a most appropriate home. This again is said to be a by-product of their origins as well. Very recently, some new information has come to light that suggests the ettin may not actually be a native to Xen'drik. A scholar, Marixus Eboran of Aundair, claims to have seen tribes of ettin inhabiting the realm of Argonessen. He suggests that the creatures are not the result of giant experimentation, but actually the creation of the dragons. He further theorizes that they where once normal giants, warped by ancient draconic magic for some unknown transgression against dragon society. In

his report he describes a much more social creature then the ones encountered on Xen'drik. In fact, there is an apparent hierarchy and religious unity to the various tribes that revolves around their reptilian creators. He goes into great detail when describing a ritual ceremony, performed by one who appeared to be the chieftain of his tribe, that involved complicated chants and penitent gestures before culminating in some sort of tithe or offering being left at the entrance of what he believes was the lair of a great wyrm of Argonessen. Though truly intriguing, outside his observations he has been unable to produce any kind of proof to substantiate his claims so by and large, his theories are regarded with skepticism at best, or just utter sheer fiction.

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F

Famine Spirit 3.5 Monster Manual II pg.96 Famine Spirits, or "Glutton Ghouls" as they're more commonly known, are mercifully rare now, but have existed

since the Age of Demons. The original Famine Spirits were created from members of the common races that had died of starvation due to the Fiend-Dragon war's destruction of the local ecosystems. These creatures were incredibly effective

for clearing battlefields, since a single one could consume all but the largest dragons in less than a day. However, their all-consuming hunger made them incredibly difficult to control, and more than one powerful fiend met its end at a spirit's jaws. Very few specimens are alive today, and the only known example in Khorvaire is kept chained in one of the Blood of Vol's hidden necromantic laboratories, where some of the best and brightest attempt to unravel the secrets of its creation.

Felldrakes 3.5 Monster Manual II pg.97 The most commonly known story concerning the origins of the felldrake stem from religious belief, specifically the worshippers of the Sovereign Host. It is said that when humanoids first

recognized the divine and began to show an unwavering faith, their devotion was rewarded by the creation of these creatures. With them the faithful could protect themselves from persecution and guard there most precious of shrines. This belief has come under scrutiny ever since the first expeditions to Argonessen and Sarlona. In both areas there exists a breed of felldrake who appears to be much less intelligent and evolved then those on Khorvaire, leading many researches to believe they are ancestors to the more commonly known types. Today felldrakes are relatively rare and can usually be seen in only the largest temples to the Sovereign Host and near embassies to Riedra. The treatment of felldrakes as mere pets by the Inspired has led the church to lay claims of heresy against those of Sarlona. These claims, though not commonly acted upon, have increased the animosity between the church and the Inspired.

Fiendwurm 3.5 Monster Manual II pg.99

Created during the great war between the dragons and fiends, these creatures were developed for one odd purpose, to deliver troops though dragon

defenses. While most were of a smaller variety, transporting creatures such as vrocks and dretches, a few fiendwurms were grown to great size. These titanic beasts ferried demons such as balors through the lines, causing havoc and chaos. Though the dragons believe that

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all of these larger types were destroyed during the war, this fact has yet to be concerned. What is known is that the smaller versions broke their bonds from the rajahs that once commanded them and now roam freely about Khyber. Still, it is not unusual to see a trained fiendwurm travel about the streets of Ashtakala as well as make it’s home in palaces of the rajahs, still loyal and protective.

Fihyr 3.5 Monster Manual II pg.100

Fihyrs are not the creation of the Daelkyr or the Quori, despite their appearance and abilities. Instead, they are something much more fearsome, the independent

conglomeration of nightmares. They only form in areas where the whole population is under severe stress, such as a besieged city. Most do not survive the night of their creation, but others gain enough strength to wander until they are killed. Many were created during the Last War, and the surviving Great Fihyrs have gravitated to the area around the Mournland in particular, feeding off the despair the fog brings.

Firbolg 3.5 Monster Manual II pg.102 When the giants began to rise to power in Xen'drik, many of them resented how the old ways were being discarded as if they had no meaning. Many of these dissenters fled to new lands and planes hoping to continue the path they knew. Sadly, their path seemed to lead to a

dead end, as most groups died out over time. One however, living in Lamannia, did not die out and instead developed into their own unique species, the Firbolg. These powerful giants live in loose knit, hunter/gatherer societies roaming about their new home. Unlike the giants of Xen'drik the Firbolg were not gifted by the instruction of the dragons, so never developed any real arcane might. Instead, they developed an intrinsic bound with the land, which evolved into a powerful druidic tradition. A widely diverse group of people, each clan has its own set of laws, though one common belief is shared among them all. When news came of the dastardly fate that befell their brothers, all firbolg regretted not returning to Xendrik in time to save their brethren from themselves.

Fire Bat 4e Monster Manual pg.27 3.5 Monster Manual II pg.102 The Fire Bat is one of the strangest creatures on Eberron. The most common belief concerning their origin says they are a native creature of Fernia, as their numbers are more vast there than

anywhere else on the planet. Whatever the region, fire bats can be most likely found inhabiting volcanoes and deep recesses of Khyber near lava beds and streams.

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Flumph

3.5 Dungeon Magazine #118 pg.30

Not all of daelkyr creations turned out to be successful. After the arrival of the

grell, the daelkyr tried to create a similar creature under their control. The flumphs came from horrible experiments on pixies. The torturous transformation instilled a sense of order into the creature but could not quell their good spirit. The flumphs escaped their masters and attempted to

aid others in defeating the daelkyr. Unfortunately people feared the aberrations and attacked out of ignorance. Retreating underground the flumphs continue to perform small raids to weaken the daelkyr. They would welcome help but no longer trust others.

Fomorian 4e Monster Manual pg.111 3.5 Monster Manual II pg.105 At the fall of the giant's empires, great magic the likes of which Eberron has not seen since the Dragon-Fiend Wars was released. In this flash of powerful energy many giants lost their lives. Some

however were spared, but the devastation played havoc with many of their minds. Once as proud and noble as their kin, centuries of barbarism and inbreeding have changed the fomorian into cannibalistic,

malformed tyrants. This de-evolution of

sorts has greatly hampered their ability to make use of magic. They are a very tough species however, regaining a sort of self-healing ability that their ancestors must of once possessed at one point. Of all the giants the Fomorians are one of the most violent and dangerous. Their mutated nature, though limiting their ability to channel arcane energies, has also made them more susceptible to them. It is not uncommon for a Fomorian to develop strange abilities or powers, ones that the others in their tribes do not possess. They inhabit the caves of Xen'drik in family groups where the strongest adult male is in charge, and women and children are treated as slaves.

Frost Salamander 3.5 Monster Manual II pg.107 Over time many creatures have appeared and disappeared from the world of Eberron. The Frost Salamander is a testament to the will of survival in a type of creature that should not exist. Only inhabiting the coldest reaches of Eberron, the creatures can be found with great frequency in Everice and Frostfell, but it is not unheard of to find them dwelling beneath the earth in the northern reaches of Sarlona and Khorvaire, and the southern lands of Xen'drik and Argonessen. The Frost Salamander is believed to be a naturally occurring species that combines the physical abilities of several reptilian beasts. The prevalent theory states that the Frost Salamander is a descendant of long lost reptile, cousin to both Basilisk and Shocker Lizards. It further concludes that it

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developed special abilities that allow it to harness the energy around it. There survival in the harsh icy lands relies on its ability to literally absorb ambient heat, creating a vacuum of warmth around their bodies.

Frost Worm 3.5 Monster Manual pg.111 The titanic beast known as the Frost

Worm not surprisingly roams the lands of the Frostfell. Most of the information on such creatures is yet to be discovered, and few have ever even heard of them. What little is known points to them appearing

to be migratory, following the herds of Dire Rhinos and Wooly Mammoths that dwell in that region. It is also believed another species of worm exists, this one semi-aquatic and dwelling in the lands of Everice to the south. For the moment however, the frost worm is considered more of a creature of legend and myth, than an actual true species.

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G

Galeb Duhr 4e Monster Manual pg.114 3.5 Monster Manual II pg.107

The Galeb Duhr are a rare and recluse race, usually living unsubstantial lives. Once common on Eberron, they are believed to be as old as the dragons themselves. Evidence suggests that

at the beginning of the great Dragon-Fiend war, many of the species became tertiary casualties of the conflict. Fearing extinction, they left Eberron all together. It is only recently, a span of 100 to 500 years being recent for a Galeb Duhr, that they have returned to this plane. As such they are considered a very rare site to say the least. Their greatest numbers however are still found on other planes, mainly Lamania and Thelanis. Quite renown as observers, they have been known to sometimes watch the same area for 10 to 20 years before becoming involved with the locals. Of all the cultures that have encountered the Galeb Duhr, they seem to have had the biggest impact on ancient Halfling society. Large boulder-sized carvings of strange beings can still be found littering the Talenta Plains. These carvings are reported to be of this rare race. In fact the name “Galeb Duhr” is very similar to the Halfling phrase “Gae Lieb Du hur”, which translated means “big head small body”.

Gargoyle 4e Monster Manual pg.115 3.5 Monster Manual pg.113 The origins of gargoyles have been wrapped in mystery for as long as anyone can remember. There are two prevailing theories spread across Eberron, both of which are equally accepted as truth. The Cults of the Dragon Below and the Church of the Silver Flame both claim that the first gargoyles were created by fiendish souls trapped within Khyber shards who gave live to the very earth they where trapped within. Those of the Sovereign Host, however, believe the first gargoyles were in fact the spawn of the Shadow itself. Either way the Gargoyle has managed to make its way across Eberron, mostly inhabiting realms that contain areas they easily conceal themselves in. Most gargoyles are of the common variety, but there does seem to be some division among the species. The largest live in the mountains of Adar, usually inhabit ruined temples and abandoned monasteries. Another more foul and violent breed seems to dwell within the most tainted of areas such as the Mournlands and the Demon Wastes. These creatures have a more bestial appearance and demonic like powers. A similar though much more large and powerful species dwell in the deepest regions of Khyber itself.

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Ghouls 4e Monster Manual pg.118 3.5 Monster Manual pg.118 Since the rise of the human race on Eberron, there have been ghouls. Believed to be the risen shells of dead of humans who have delved into cannibalism, an anomaly of sorts concerns the sheer amount of cultist from the Blood of Vol who also rise as ghouls after their death. Some believe their research and belief in the hunt for eternal life is so strong, it follows them into the beyond, disturbing their peace and giving them a perverted version of their life long wish. Location of death seems to be another aspect of ghoul creation that is surprisingly important. If those who are to become these undead have passed while shipwrecked or cast adrift on the ocean, they return as an aquatic race of ghoul known as Lacedons. If death occurs while on unhallowed ground or amidst the buried dead, such as in a tomb or graveyard, a gravetouched ghoul comes into being; the stench of death exuding from it’s very skin. A relative, if such a word can be used, the Ghast is said to be the risen corpses of more powerful beings who succumbed to the same depravity of their cousin’s origins, whether from the consumption of flesh or being of a high order in the Blood of Vol such as a cleric of the faith. Though usually found mostly on Khorvaire, as other continents become more populated, the occurrences of these creatures grow as well. This disturbing fact has led to rumors and fears of rampant cannibalism or, at the very

least, the existence of a sect of the Blood of Vol operating in the area.

Gibbering Mouther 4e Monster Manual pg.126 3.5 Monster Manual pg.126 The Gibbering Mouther is said to be the creation of the Daelkyr. Little is known or understood of these maddened creature save they are completely and utterly dangerous. They constantly mumble incoherently when stalking prey, and seem to have a simple intelligence. They are rarely seen above ground, and then only near openings in the earth. Tales persist of large Gibbering Mouthers that are worshipped in the Shadow Marches as living testaments to the will of Khyber.

Girallon 3.5 Monster Manual pg.126 The Girallon is a savage and violent beast found in the jungles of Xen'drik and Q'barra. Several have been captured and are on display in traveling carnivals the visit the many villages about Khovaire. The most famous of these, The Markling

Sister’s Circus, features the rare "Silverfang" a powerful girallon that stands some 20 feet tall. Unlike many Girallons this one seems to be peaceful and a special Vadalis house member is constantly kept on hand to keep up the beasts friendly nature.

In general though little is known about their social structure or habits. They are

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dangerous predators, and have a distinct hatred of giants, who it seems they see as competition. The largest girallons are known to inhabit mountainous terrain, all which seem to live in small groups, with no more then 10 members, including their young.

Gnolls & Flinds 4e Monster Manual pg.132 3.5 Monster Manual pg.130 3.5 Monster Manual III pg.62 The Gnolls have been scattered across Khorvaire, long before man set foot upon its shores. During the days of the ancient Dhakaani Empire the goblinoid legions advanced in all directions. They conquered lands with unseen fury and for the most part were unhindered in most of their goals. In the east, in the Blade Desert and the lands just north and south of there, they discovered a savage race of beings now known as gnolls. The goblinoids at first were weary of these savages as they where tougher then orcs, and possessed an unnatural savagery. The Dhakaani lore even goes as far as stating that they first thought the gnolls where some sort of demon that took the form of a hybrid hyena. The gnolls enhanced this reputation, mostly keeping to the darkness while hunting and fighting on their terms causing an increase in the Dhakaani's fears. In spite of this, and like in all else, the Dhakaani simply pushed on, as the empire waits for no goblin. For years the Gnolls pillaged and raided the goblinoid encampments, the Dhakaani hampered by their fears of the “demonic” beasts. Still fear based on rumor can only last so long and when the goblionid forces finally conquered their superstitions, the Gnolls quickly fell into disarray. Had it not been for the Tairnadal the Dhakaani who, partly out of sheer anger to be

fooled for so long, wished to erase this unflattering history of their natures from existence might have actually wiped out the gnolls. Instead, they saw an opportunity to strengthen their forces against the Tairnadal and made a treaty with the multitude of remaining gnoll tribes. If they fought with the Dhakaani and helped them in their battles not only would they not be eliminated, but instead rewarded with riches and freedom. The failing Gnoll tribes gladly accepted and helped battle the Tainadal, striking at them whilst the Dhakaani had the engendered a truce with Valenar. Overwhelmed, Tairnadal left and the Dhakaani, not yet willing to let the gnolls from their promise, sent them to the west to help deal with the orcs that had been a thorn in their sides for several centuries. The Gnolls, wishing to gain their wealth and glory turned to the west as directed, scattering themselves across southern Khorvaire. Over the next several years the Gnolls tribes prospered, regaining their numbers. Though many were lost in the continuing battles with the orcs and other species, the strongest and most powerful survived and grew in the next generations. The Gnolls had no empire of their own, no one leader, but they where a force to be recognized. These new breed of gnoll became feared throughout the areas as became know as “Flind” or fearless warrior in gnoll. The power of the gnoll tribes was at their height. Then the Daelkyr came, the beings that smashed the empire to pieces, and scattered their foes to the wind. The Daelkyr decimated the Gnolls in their attacks and even the Flind fell before their might. Many fled and hid in the

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wake of madness that wrought the lands of Khorvaire. It is said the last Dhakaani of power, feeling the empire abandoned by the gnolls, enacted a bitter curse, creating the gnoll of today. Lost are the canny warriors how showed no fear and were once mistaken as demons. Now only a cowardly, deceiving and disloyal lot remain. Still, even with the curse, the strength of the true gnoll blood could not be completely destroyed and a Flind is occasionally born. It is said that a Flind can command a gnoll with true ability and trust. Fortunately, they are still quite rare, few Gnolls having the purity of blood to sire one. So rare is the line that even another Flind has only a one in four chance to father another. There is also a three in four chance that the unlucky non-Flind offspring that is born will not see more than a few moments in life when this fact is discovered.

Gorgon 4e Monster Manual pg.143 3.5 Monster Manual pg.137 The Gorgon is a rare and powerful beast. Its special abilities and wild nature have led the creature to do as it wishes. No true Gorgons are known to exist on Khorvaire, but they do inhabit the plains of Sarlona, and deep within the realm of Khyber.

A strange creature very similar to the Gorgon, and usually called a False Gorgon or Mountain Gorgon, inhabits the

mountainous of Khorvaire and Xen'drik. This Gorgon is not quite as powerful as the ones native to Sarlona, they are

smaller in size, no larger then a man, and it seems that their petrifaction is only temporary, of course if something happens while you are petrified that is a different story. It usually last no more then several minutes, before it turns back. Another type of Gorgon inhabits the Frostfell, commonly referred to as the Icetomb gorgon. This Gorgon does not petrify its victims, but instead freezes them in a layer of ice. It is also notoriously larger then the true Gorgon, reaching lengths of up to 20 feet or more. These creatures though seem to be exceedingly rare, and one has yet to be brought back alive, or for that matter even in pieces.

Gray Render 3.5 Monster Manual pg.138 These powerful creatures seem to date back to ancient times when the giants ruled the lands. It seems that long ago before the rise of the Dhakaani, a colony of giants attempted to enslave the orc in the same way they had the elves. Legend says that one of the orc tribes sacrificed their very natures to save all others. Using a primitive ritual now lost in the annals of history, they transformed themselves into powerful beasts to protect their brethren and fight the giant defilers. Though just a legend, their seems to be some truth in the story as Renders and orcs have an unusual peace, even when one violates the others territory. Once possessing great numbers, several thousand years ago their species fell int0 decline. It is believed that these

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behemoths actually fought against the Daelkyr and suffered a horrible fate because of their defiance, reducing their numbers to sheer pitiful depths. The few Gray Renders that live on today tend to inhabit the Shadow Marches and western Droaam, though some claim that a massive creature of untold proportions makes its home in the forests of the western Eldeen Reaches. The locals call this Gray Render, Kzagaagar or Thorn. He is said to have been seriously injured by a rakashasa while defending a druid, and the Great Pine actually saved him with a ritual giving him a plant-like appearance. Many people claim to have seen Thorn, or his kin, but no evidence of such a creature truly exists.

Greenvise 3.5 Monster Manual II pg.120

This strange plant is believed to have been originally birthed in the realm of Aerenal or Argonessen. Today the plant can be seen across most of Eberron, most commonly found in the lands of Q'barra, the Shadow Marches,

Aerenal, Argonessen, and eastern Xen'drik. There is only one subspecies of the plant known, and that is the Fanged Water Lilly of the Shadow Marches. Unlike the other Greenvises, this one seems to have adapted to a life in the swamplands as an aquatic plant. The plant is known for its beauty as a large water lily, which blends in with the common Vvaraak's Lilly. It has a large iridescent blue, purple, or white bulb, which hides its fangs. The "pad" that keeps the flower afloat is actually fairly sturdy, and is usually about 6 inches thick at the

smallest section, and usually has a spread of about 15 feet.

Grell 4e Monster Manual pg.144 3.5 Monster Manual II pg.121 An official ecology was written by Keith

Baker and can be viewed at this link. http://www.wizards.com/default.asp?

x=dnd/ebee/20050704a

Grick 4e Monster Manual pg.145 3.5 Monster Manual pg.139 These miscreant creatures are a horror to behold. They where obviously created by the Daelkyr, and there seems to be three separate species. The two most common are the Khyber Grick, and the Darguun Grick. Both species seem to be related, but the Hobgoblins over the years have learned to stunt their growth and turn them against their masters. The common Grick is usually found towards the surface of Khyber where it stalks prey and can grow to large proportions. The Darguun Grick commonly referred to as the Ha'ashkul is actually smaller but just as dangerous. The Ha'ashkul never grows more then 8 feet in length and has many

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of the powers of the common Grick but also possesses the ability to sense other aberrations. This appears to be a hunting sense, as they actually seem to prefer the flesh of aberrations to other creatures. The most impressive difference is the addition of a healing ability that none of their fellow species possess. They can regenerate damage quickly; a feat only limited injury incurred by either acid or fire. The third variety seems to be one of the latest creations of the Daelkyr. The creature has never been encountered, but tales among the drow of Xen'drik speak of a massive beast. They have yet to be named, but the Drow claim that this Grick is larger then most, and it mingles and breeds with common Grick to hide itself. It grows to up to 15 feet, and possesses innate psionic abilities and seems to prefer spell casters of any sort to normal prey. In light of this the creature has been dubbed the Spellbane Grick. Even some giants have claimed to encounter it and flee once it is known. Griffon 4e Monster Manual pg.146 3.5 Monster Manual pg.139 Griffons are a flighty breed of creature that roams the skies of Eberron. They can be seen on every continent, and come in a handful of species. The smallest, and one of the oddest Griffons, known as Pygmy Griffons, are no larger then a man. These strange Griffons are known for their beautiful grey and black hides and feathers, and inhabit the jungles of Xen'drik. Unlike their larger solitary cousins, they are pack hunters, much like lions. These griffons are exotic and many have been trapped by House Vadalis in an attempt to breed them as aerial form of guard dog.

Another type, the Seren Griffon, seems to actually be a draconic in nature. It has vibrant scale-like feathers and draconic legs. They inhabit Argonessen, but get their name from their roosting ground about the Seren Islands. These are also some of the largest Griffons to date, possessing a unique ability to produce a violent shriek, which can shatter stone. While a very a solitary creature, during the fall seasons they are known to go to roost. During this time they can be their most dangerous, as they become very territorial. In the Fangs of Argarak Mountains of Xen'drik a semi-intelligent species of Griffon lives. It is believed that some angelic power is responsible for the transformation these majestic creatures have undergone. Known for their beautiful white coats and sky blue feathers, these griffons are said to be noble creatures, and stories abound of them helping more than one explorer in need.

Grimalkin 3.5 Monster Manual II pg.122 The Grimalkin is most commonly found in Sharn and other highly magical cities, but has been seen in just about every settlement of large size or greater on Khorvaire. Most religious scholars believe that they were normal cats changed by the Traveler, but students of magical colleges say that it's far more likely that they ended up the way they are due to continual exposure to magical

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radiation from experiments that had been improperly disposed of or shielded. While most arcane spell casters would do just about anything to obtain a Grimalkin as a familiar, the decision is ultimately up to the Grimalkin itself, which is just as likely to befriend a beggar or mercenary as it is an arcane caster.

Grimlock 4e Monster Manual pg.148 3.5 Monster Manual pg.140 Grimlock are a widely spread race, in Khyber, almost as numerous as humans, though their savagery has prevented any true society from existing. Lore dating back to the giants actually speaks of the grimlock and they can actually trace their lineage back to the days when fiends ruled the world. It is believed that they were once a surface race, powerful and strong, but fled into the darkness from the cataclysmic war that took place

on the world above. They have lived in this state for thousands of years, and developed into a completely different species. They are a war-like race, and completely nomadic. Though many pray to the Dark Six, those that worship the Dragon Below are some of the

most organized and powerful tribes. These tribes are renowned hunters, and it is considered a great success to kill your foe and feast on his flesh. Unlike many races no Grimlock shares a family bond or fealty with another. There is but one guiding principle, only the strong rule. Their society is one of violence and death, where once you can walk you are to fend for yourself which usually means you are

last to eat. It is claimed that ancient ruins once built by the Grimlock exist, but few have ever delved this deep into Khyber just to see. Grizzly Mastodon 3.5 Monster Manual II pg.123 The Grizzly Mastodon inhabits the Frostfell and the northernmost reaches of the Lhazaar Principalities, in other words wherever snow covers the ground year-round. A single Grizzly Mastodon can feed a human tribe or. Winter Wolf pack for several weeks, but are easily capable of overpowering the hunters unless separate from their herd.

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Hags 4e Monster Manual pg.150 3.5 Monster Manual pg.143

Many varieties of hags exist within Eberron, and all of them can trace their lineage back to the Nighthags of yore. These Hags still command a great deal of power and respect, and are not

to be taken lightly. Many of them are renowned arcane spellcasters, and it is said that they can curse men with but a single stare, but hopefully this is nothing more than superstition. The most famous hags are the Daughters of Sora Kell, the rulers of Droaam. They are the prime example of what Hags are capable of, and why one should never underestimate one.

Half Farspawn 3.5 Lords of Madness pg.151 These Daelkry halfbloods consist of humans but they are not the only creatures the Daelkry have experimented on. Half Farspawn (or Xorait-Born) as

they're called are most common in the shadow marches and in Droaam where they are often treated either as distinguished leaders or as foul monsters that must be killed.

Half Vampire

3.5 Libris Mortis pg.106 Few half vampires exist in Eberron but mysterious tales of children and other horrifying monsters with signs of Vampyric heritage coming out of Karrnath gives some credit to the rumors out there. What is even more interesting is the rumor that the wife Kaius, Etrigani, may be pregnant with his son. Not entirely surprising to most people who do not know the truth of their king. Harpy 4e Monster Manual pg.154 3.5 Monster Manual pg.150 Harpies have long existed in Eberron with myths of their existence dating back millennia. Sadly their true origins have been lost to the ages, but two prevailing stories seem to go back the furthest and as such tend towards more reliability. The first is a tale of deception and betrayal, as a group of women, from several of the lesser races, were tempted by the Rakashasa, and betrayed their fellow species for promises of eternal beauty. Like so many of the promises of the rakashasa, the boon that was promised was left to great interpretation and through a curse fueled by their own betrayal their forms were changed to the

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hideous fiend-like beings we know today. Many believe that the existence of the fiendish and half-fiendish varieties of harpy that exist in the Demon Wastes is further evidence of the validity of this story. The fact that harpies have a great fear of dragonkind and their homeland of Argonessen is also seen as support for this theory, but in truth what intelligent species shouldn’t feat those of the draconic ilk. The other less supported theory suggests that the Harpy is a magical creation of the ancient giants created from their elven slaves. The only real evidence of this conclusion is the existence of the Spellwarped Harpy, a breed that exists in the mountainous regions of Xen’drik, who possess unique and strange abilities. Needless to say this theory is looked at with great contempt from the elven race for obvious reasons. Adventurers who have dared to risk the depths of Kyhber have discovered vast conclaves of harpy who share the same traits as the common species of the land above. This is not surprising as the basic variety of the species is most prevalent throughout both Khorvaire and Xen’drik.

Hellfire Wyrm 3.5 Monster Manual pg.125

These diabolical creatures are a cabal of red dragons who, for one reason or another sided with the rajahs in ancient times. Exposure to the corrupting influence of the

rajahs has changed them physically, but they remain dragons at heart and possess no fiendish blood. There are

currently only a few left on Eberron, most having been hunted down by the true dragons since the war. The remainder travel Khorvaire, working in the background of the courts to foment dissension and strife, with the aim of restarting the Last War as a cover up for something much more sinister… Hippogriff 4e Monster Manual pg.146 3.5 Monster Manual pg.152 Much like the Griffon, the Hippogriff has existed for thousands of years. They originate from the lands of Sarlona, where it is said that a wizard, whose name is now lost to the annals of time, had bred them as an alternative to the griffon since their equine nature makes them much easier to care for. Human immigrants from Sarlona brought the first hippogriffs to Khovaire as mounts and transports with hopes to breed them for extended use across the realms. This plan succeeded greatly, and the hippogriff is a common mount for the wealthy or powerful. Though many breeds have been created since their origin most shares the same basic traits. The only exception to this is the Vidalis Hippogriff who larger size and hearty nature have made them great war mounts.

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Hook Horrors 4e Monster Manual pg.158 3.5 Monster Manual II pg.126 During the Dhakaani-Daelkyr Wars, the goblinoids enlisted the aid of ogre mercenaries as sheer brutes to supplement their troops. For the first

few years of their implementation, the ogres proved extremely effective in overcoming the daelkyr monstrosities, simply powering through the cunning dolgaunts and illithids, but this was not to last. In the Dhakaani’s pleasure in

their new troops, they underestimated the daelkyr’s ability for innovation and adaptation. After several ogre units were mysteriously lost, captured in battle, the daelkyr unleashed a powerful infantry of their own; the creature now called the hook horror. In a process similar to that what created the dolgaunt from hobgoblin lab rats, hook horrors were made from the captured ogres and through torture and extensive surgery were perverted into the form they now held. The addition of their large hook like appendages enabled them to catch and rend through the goblinoid infantry as though parchment and their blindsight proved especially effective when paired with illithid sorcerers casting spells of darkness. Today, the hook horrors are considered outdated models, as the daelkyr must now rely more on subtlety than physical might. However, adventuring parties exploring the depths of Khyber have returned throughout the centuries with horrific stories of hook-handed monstrosities that ripped through their comrades and of the sinister figures that guide them from the shadows.

Like many of the creatures tied to Xoriat and the Lords of Madness, the Hook Horror is an easily adaptable creature, with numerous sub-species ranging from nothing but cosmetic differences to the more severe. The legendary Xra'chkune (shrah-ch-kOOn) is one such creature that favors the later. Found on an expedition in Xen'drik, in the upper regions of Khyber, the creature was killed after eliminating two scouting parties. The beast is the only one seen of its kind but potential rumors among natives of others creatures similar to it. The beast itself appeared as a tauric Hook Horror with the lower body of a giant beetle. Much like a turtle pulls in its head, the Xra'chkune was able to pull its upper torso inside the shell of its lower body.

Hydra 4e Monster Manual pg.164 3.5 Monster Manual pg.155 The Hydra is a well-known beast, scattered across the lands of Eberron. The stories of it’s origin is legion though most start with the idea that they were created by either a Rajah or Daelkyr who captured several young dragons, and bound them into a singular body. Most scholars however doubt that the Daelkyr created the creature, even though one variety seems to display the undeniable signs of their hand in its creation. This subspecies only exists in Khyber and its heads are nothing more then squid-like maws, a mass of tentacles centered around razor sharp parrot-like beaks. It possesses immunity to most weapons and has similar powers to that of a

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Mind Flayer. These creatures have been commonly referred to as Hydrallithids or Hyrdraliths. Few samples, or cadavers have been brought back of the creature for study, so little is really known of the beast. Another stunning variety of the creature can be found on Argonessen. These large and powerful hydras grow to immense proportions and seem to be infused with draconic blood or magic. These beasts are feared and only the most powerful dragons even attempt to challenge them, even then the battles can go either way. The Hydragon as it has been dubbed is known for its multi-colored hide of chromatic and metallic scales.

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I llithidae 3.5 Lords of Madness pg.154

These creatures were brought as pets and scavengers from Xoriat to help in the Daelkry's conquest of Eberron.

Immoth 3.5 Monster Manual II pg.127 These enigmatic beings are creatures from the realm of Risia, though they are found in a number of other planes as well, primarily where frigid temperatures prevail. On Eberron they are quite fond of the deep reaches of the Frostfell, but more of their kind can actually be found on Everice. Little is truly known about the creatures and a future expedition is being mounted by a Kalashtar Psion by the name is Thalanakhad.

Ixitxachitl 3.5 Monster Manual II pg.128 Long ago, the ixitxachitl were created by aboleth mages to serve the will of the daelkyr. When the Lords of Xoriat were broken by the Gatekeepers, however, the aboleths, and their creations, were left

adrift in the oceans of Eberron. Without the benefit of their masters' wills, the aboleths found the ixitchxachitl too much to handle and chased their slaves away to continue their plotting. Purposeless, many ixitxachitl wandered through the seas, and many still can be found throughout the Thunder Sea and the Sea of Rage. At least one group, however, settled into a community where they could defend themselves against other aquatic predators. Finding cavern systems to live in among the islands of the present-day Lazhaar Principalities, the ixitxachitl waited for their chance at revenge. The fateful time came centuries later with the arrival of Eranis d'Vol to the islands. The lich discovered the creatures soon after she established her new home and she convinced the ixitxachitl to ally with her. In exchange for their utter loyalty, Vol the lich granted some exemplary ixitxachitl a minor form of vampirism. The alliance between Vol and the ixitxachitl pre-dates even the establishment of the Blood of Vol traditions, though fewer know of it than realize the connection between the Blood and House of Vol. The ixitxachitl serve today as Vol's spies throughout the shipping waters of Khorvaire.

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Jahi 3.5 Monster Manual II pg.130

These creatures are rare, and few know of their existence. Commonly associated with the Blood of Vol, their origins are in fact much more sinister. In ancient days, when the feuds between the rival schools of the Qabalrin broke out, many became suppressed and resentment grew rampant. Some of

those that were never turned into vampires, or who where locked away never to be able to use their gift, became so mad with frustration that in death they became the first Jahi. Today this creature is also commonly created by the Cult of Forbearance, a Blood of Vol sect that believed that in order raise themselves in status and thus become undead, they should emulate their masters way of life in order to understand it. Thusly, there were members who wished to emulate vampires and would live without seeing the sun for months at a time, as well as refraining from indulging in pleasures of the flesh. Gradually, these repressed desires build up until a Jahi was born, which proceeded to bond to the most attractive cultist and use them to initiate a pleasure-cult instead. The Church of Madystarylor is the only known temple dedicated to these sadomasochistic teachings of Vol. This church is secretly located within the borders of Thrane, in Sigilstar no less.

The cult is still very reclusive, and the higher ups have no problem with removing members who attempt to leave the order. Many of even the high level cultists, the church are also funded by Diani ir'Wynarn. The real irony is she has no clue as to what she is truly funding. She has been made to believe that she is funding a extreme radical faction of either the Church of the Silver Flame or the Host of the Faithful. Believing that with her funding this will allow them to take some radical step that may discredit the church proper. If she were to find out the truth she would quickly send Dzarro Silvervein or Captain Malik to rectify the situation.

Jermlaine 3.5 Monster Manual II pg.131 During the first decade of the Last War, with the fear of a Karnathi invasion, an Aundairian artificer named Henryk Jermlaine was contracted to develop magical defenses along Scion's Sound. The Aundairian military was concerned, probably rightly so, that they were at a disadvantage with Karrnath's strong ties to House Cannith and wanted to

make a show that they could compete with their neighbors in the realm of automated warfare. The up-and-coming Henryk had already excelled at Arcanix and eagerly pursued the contract, visions

of riches piling in his eyes. Ambitious, and more than a little vain, the arrogant artificer declared that he could accomplish the defenses more quickly if he worked alone with only his homunculi to aid him. Improving on previous designs, Henryk developed a specialized form of

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dedicated wright one which excelled at making traps. So adept were the new creations that even Henryk was surprised at how quickly the new homunculi worked. With this newfound speed he was able to complete the contract in less than a few short months to his utmost pleasure. Unfortunately, the artificer’s plans ran into some trouble when he tried to halt production. The wrights, inadvertently imbued with a spiteful independence, rebelled and a fight ensued in the laboratory during which Henryk was knocked unconscious from a discharging magical item. When he awoke, the wrights were nowhere to be found. The moment the military learned about the accident they confiscated Henryk’s reward and put it instead toward the now massive clean-up effort. The disgraced artificer was never seen again and presumed to have died in a state poverty. The homunculi, now spread throughout all Khorvaire and grown quite feral, have become common nuisances in laboratories and craftsman shops everywhere. Many are just annoying makers of mischief, but some of the original wrights still have the magewright training that Henryk gave them, making those a truly dangerous lot. Commoners have many names for them, such as “jinxkin” and “banemidges”, but most practiced in the art still call them by their despised creators name: Jermlaine.

Juggernaut 3.5 Monster Manual II pg.132

House Cannith created the juggernauts as mobile war platforms that could batter through walls, crush ground troops and also carry a few

specialized troops, such as a pair of war wizards. The juggernaut represents an early attempt at building a living construct, and as such has an array of spells that it can use. It is rumored that larger juggernauts than those used in the Last War can be found in Xen’drik, created by the giants for purposes unknown.

Julajimus 3.5 Monster Manual II pg.133 Deriving its name from the elven phrase julaji molus or "eater of children," the julajimus is a scourge across Xen'drix and even in isolated patches of Aerenal. When the dragons and elves together wiped out the House of Vol, immense amounts of necromantic energy was released into the

jungles of each region and warped the native baboons into these fearsome beasts. Many elves believe the julajimuses to be possessed by vengeful spirits of the Vol ancestors,

angered at not given a proper burial. According to Aereni and Tairnadal tradition, julajimuses that are killed will be reborn in the jungles again unless buried and blessed to assuage these spirits. Because of their shape changing abilities, the julajimuses have proved nearly impossible to wipe out, as they are generally indistinguishable from normal animals except through arcane means. Aereni officials are convinced that the populations in Xen'drix somehow find their way to Aerenal after purges, though the exact method of such a journey is a mystery.

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Kopru 3.5 Monster Manual II pg.134 Descendents of a sahuagin tribe that was enslaved and then experimented on by aboleths, Kopru were created to serve as city guardians. As such, aboleth ruins are usually the most common place to come across such a creature. In general, the Kopru are relatively unknown to

those on the surface, as the aboleth cities tend to be located at the bottom of the deepest most oceans or within the seas of Kyber itself. To the kopru their aboleth creators are seen as gods. Female

clerics interpret the will of their creators and transmit it to the rest of their tribe. The rest of the tribe devours any kopru who transgresses the will of the aboleth ceremonially. Due to the aboleths original experimentation, mutations are common amongst the kopru, both in mind and body. This results in many kopru being naturally psionic, as well as many having grafts or strange blood. Kraken 3.5 Monster Manual pg.162 The Lords of the Deep are an ancient race, which has been on Eberron since the rise of Dragons and Fiends. The Krakens are one of the most legendary beasts of Eberron that for thousands of years they tormented and plundered the seas. They are a widely diverse species with numerous rumored subspecies and rare

specimens. Two different legends persist on the creation of these beasts, both of which appear to be equally viable. The first school of thought, more commonly accepted throughout Khorvaire, concern godly intervention. In days of yore, when the gods where creating the races, within the Sea of Rage the Fury blessed massive squids with the gift of sentience. He told them to strike out and take from those that lived upon the surface if they dared to trespass in their realm. This is widely accepted as the reason for the creature’s highwayman-like mentality, and their hording nature. The other myth plays out a much more darker tale. An ancient race that lived deep beneath the water's surface known as Aboleths used the blackest of magic to corrupt some of their own into the form now used by the Kraken. Those in disfavor or who dared challenged a stronger of the species was put through a vile ritual altering their minds and bodies to be the perfect guardians for their corrupters lair and treasures.

Krenshar 3.5 Monster Manual pg.163 Wild and dangerous, the Krenshar inhabit many forests and jungles of Eberron. These strange creatures are said to have been created by wild magics that changed local creatures into their present state. The Krenshar can be found in every continent of Eberron, and many varieties exist. From the common Krenshar to the Deathfang of Aerenal, these creatures are widely respected by local beings. The most commonly seen Krenshar make

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the forests of Khorvaire, Xen'drik, and Argonessen their homes. Though several subspecies exist among them, the differences are merely ones size and appearance. The magic of the deathless that infuses the realm of Aerenal has its own unique effect and warped the native Krenshar into almost completely different beast. Rumors suggest that the first deathless helped this breed along its way to deter visitors from making their own stops on

their shores. The Deathfang is considered one of the most dangerous of the Krenshar sub-species and the Aerenal state they

were created as a mockery of vampires, claiming that such undead are nothing more then savage animals. The Snowcoat Krenshar of Frostfell seems to be one of the largest varieties of Krenshar found. These creatures are known for their massive daggersized fangs and beautiful ivory coats. The only specimen of this Krenshar ever caught is stuffed and can be seen in Fairhaven at the Wayfinder Foundation. The most intelligent of Krenshar by far is the Sarlonan Krenshar. This desert cat is renowned for its hunting tactics and ability to bring down powerful game. The inclusion of poisonous claws with which it strikes with to bring down its game, and a number of other strange abilities as well, make it a truly formidable foe. Commonly known as the Kl'rieonn, or Dune Cat, several of these beasts have been given to the king of Q'barra as a gift from the Riedran lords. The most striking feature of this cat is the large manes possessed by its males. Many krenshar inhabit the Whispering Wood in northern Aundair. The wild

magic prevalent in the Wood seems to be considered beneficial to the beasts as they tend to lair near the Cairns themselves. It is possible to domesticate a krenshar cub, through attempting to loose one from its pride let alone safely through the other dangers of the Wood can be difficult to say the least. If successful however the resulting loyal companion seems more than worth the trouble.

Kuo-toa 4e Monster Manual pg.172 3.5 Monster Manual pg.163 Deep in the recesses of Khyber there exists a series of underground rivers and caverns, many of which connect with the many oceans of Eberron. Within these depths the Locathah speak of an ancient kingdom that rested between the Sea of Lost Souls and the Barren Sea, ruled by savage priest kings. This ruling caste of Locathah practiced unspeakable rituals in the names of dark gods, and would commonly sacrifice even their own people in their name. Eventually the common Locathah fought back against these dark kings and toppled their empire. Those loyal to the priests fled into the

underground streams and rivers evolving into the race we now know as the Kuo-toa. Today the Kuo-toa can mainly be found in Khyber, beneath southern Sarlona, the far western and northwestern reaches

of Xen'drik, and below the Kapaerian Island. A dark and brooding people, they are just as imperialistic now as they were thousands of years ago. Over the years they have managed to build a large number of independent city-states, thankfully not yet united under one

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banner.

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Lamia 4e Monster Manual pg.174 3.5 Monster Manual pg.165 Where the Rakshasas were the generals and leaders during the Fiend-Dragon Wars, the Lamia where the shock troops. Witnessing the fate of the Rajahs as they were imprisoned by the Flame that

Binds, the Lamia's fled to the most inhospitable climates such as the Demon Wastes, the deserts of Sarlona, and Menechtarun desert of Xen'drik. Now they call these lands home and wary to any who

intrude on their domain. They are savage and vile beings whose first impulse violence. Race memory is long however and Lamia fear dragons and their minions above all else. The largest number of Lamia can be found in Menechtarun, where they feel safest from the dragon's wrath.

Lammasu 3.5 Monster Manual pg.165 The Lammasu is as rare as a Couatl and few have ever seen a living specimen up close. Rumors persist that they originate from Argonessen and a pride has staked

claim in the Blade Desert of Khorvaire. The Lammasu's origins date back to the Fiend-Dragon Wars, where they, much like the Couatl, fought side by side with the dragons against the fiend forces. In truth they had no real fondness for the dragons and did not consider themselves truly allies. The Couatl however were looked up with great affection as the feathered serpent was almost revered in their culture. Now a days Lammasu commonly strike out territory and more often then not, will stay gone for long periods of time. This nomadic nature is one reason that many have never seen the creature. Their wrath knows little bounds however and they are known to travel as far as other continents in pursuit of enemies, and that nothing short of death will usually stop them.

Leechwalker 3.5 Monster Manual II pg.135 The disgusting creatures known as the Leechwalkers are supposedly native to the steaming jungles of Xen'Drik, and assumed a likely byproduct of the cataclysm that ended the giant civilization. In truth a great number of Leechwalkers have been stumbled across

amidst the mournlands as well and sightings are beginning to spread throughout Khorvaire. This variety of locations has led some naturalists to believe

that either spellcasters of Droamm or perhaps even some dark force from the Demon Wastes instead created them. If this is the true origin, then there is no telling who may be responsible for their spread throughout the continents. What is surprising about the species is

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that they are amazingly quick to adapt to any given environment, going from struggling to thrive in the space of a few generations. As a result, dozens of subspecies have cropped up all over Eberron. The most common subspecies that has been encountered are the Hive Walkers. More a mass of individual leeches rather than single organism, this new variation is more dangerous than its common cousin. Most other subspecies differ only in minor ways from the original species, and serve as a baffling challenge to those who try to classify them.

Linnorm 3.5 Monster Manual II pg.140 Of all the draconic creatures on Eberron it is not those considered “true dragons” that are the most ancient, but the Linnorm. Ancestors of the ancient wyrms who birthed from the blood of Siberys himself very little is known of their lives save what is written in myth. The last linnorm encountered dates back to before even Lhazaar made

her first voyage and since then there existence has fallen to legend. What can be gleamed from these various legends and myths concern a

bound to both Syberis and Eberron more powerful than any other draconic race. It is widely believed that the Linnorms mostly died off in the ancient Dragon-Fiend wars and although some did survive their numbers lack of diversity caused them to slowly die out. Still among the dragons themselves rumor persist of great creatures of might that surpasses their own standing guard over ancient sits and ruins in their territory.

Living Holocaust 3.5 Fiend Folio pg.117 The Silver Flame has long guided the members of the self same order though ages since it’s creation, providing advice and a focus for its member’s beliefs and power. It is rumored however that there is another voice...a darker voice that very few can hear emanating from the flame. It is believed that his corrupting force is responsible for the creation of the fiendish Elementals known as Living Holocausts. These entropic elementals are few and far between; most manifesting and growing from the channeled power of Priests of the Silver Flame whose faith is less than pure. The corruption in their hearts tainting the powers granted by the Flame till they are consumed by the corruption the demon's whispers have sowed within them. But, this is not always the case. Sometimes a dedicated Exorcist finds the powers of the Silver Flame tainted by the dark spirits he so righteously fought. In either case the birth of a Living Holocaust always rouses the Knights of the Silver Flame into action, as the holocaust is the corruption of their ideals manifesting itself in physical form and a serious and disturbing threat to all Eberron.

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Locathah 3.5 Monster Manual pg.169 The Locathah were once a great nation settled between the Barren Sea and the Sea of Lost Souls. They were not the nomadic and peaceful people of today, but instead savage and violent. Priest-kings who craved power and eventually turned

to sacrificing their own people to appease the dark gods they worshipped ruled their kingdom. It was soon after this that the locathah commoners realized just how dark their ways had degraded and attempted to

revolt against their depraved leaders. The destruction unleashed during this struggle sent the locathah people back to a more primitive and simple existence. The Locathah have long forgotten their own history and know only that, as has been told to them for generations, the ruins nestled between the Barren Sea and Sea of Lost Souls has long been cursed and should be avoided at all costs. Their current nomadic nature has scattered them across those two seas, traveling the waters like ocean going gypsies. In their journeys they come into constant battles with the Sahuagin as they pass across their territory. This has led to some tribes of Locathah being scattered near regions dominated by Sahuagin, cut off from their brethren.

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M

Manticore 4e Monster Manual pg.184 3.5 Monster Manual pg.179 Two main breeds of manticore roam the lands of Eberron, each a ferocious predator of their chosen territory. Across the continent of Khorvaire roams Lhazaar or common manticore. Though originally primarily locate in the principalities, throughout the years the

creature has slowly spread throughout the continent and even has even appeared in Xendrik as well.

Even though the common variety, it can vary slightly in appearance depending on the local which it makes its home. Those that prey within the confines of either the Jungle of Scimitars or the King’s Forest in Breland share a similar mottled pattern to their fur similar to that of a leopard, though not nearly as distinct. Within the Basura Swamp in Q’barra and through out the Shadow Marches stalks a decisively greenish tinged beast who seems as comfortable drifting through the marches as on dry land. There is even tale of a beast who bears the marks of a manticore that roams the Demon Wastes, marred with a more fiendish appearance than it’s other cousins. Amidst the trees of the Watching Wood in Droaam, across both Torlaas Moor and Khraal of Darguun, and through the land of Xen’drik roams a slightly smaller cousin, more sleek and sly than the more forward of their kind. The discovery in Xen’drik has led many researchers to postulate that the

common breed originated on the mysterious continent and was somehow transported to the main continent around the times of the Dragon-Fiend War, though the means is still unknown. The second breed, the Sarlonan Manticore is understood to be the most dangerous species of the beast primarily because of its higher intellect. It has displayed powerful psionic powers, which have surprised even the natives of the land and helped to increase the wariness of those who travel though its territory. The true irony of the situation is that based on sheer appearance they are considered quite beautiful with a much more statuesque lion body and large full mane.

Marrashi 3.5 Monster Manual II pg.145 In the Twilight Forests of Lamannia flies a creature dubbed the Marrashi or “Laughing Demon”. Dating back from a time soon after the Dragon-Fiend war, this dark creature is the result of rajah manipulation. In an attempt to garner freedom from its imprisonment a power rajah tempted a tribe of exceptionally depraved Gnolls into helping to release its bonds by giving them power to conquer their neighbors. Teaching them dark secrets of magical mutation, the gnolls used themselves as test subjects and after several less than successful attempts, altered their forms to that of the modern day Marrashi. Satisfied with their side of the bargain, the tribe began to bring about the freedom of its benefactor. The movements of a powerful rajah are not

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kept secret for long, however, and when the Chamber discovered the gnolls actions they immediately sent a contingent of dragons to the site and reduced the area to little more than ash. The rajah safely imprisoned, the dragons left the lands, but not before making sure to remove all knowledge shared with the gnolls from the face of Eberron. Still, some Marrashi were able to escape to the forests of Lamannia and have gone on to multiply and become a singular species of their own. Though rare, they can be found sporadically over the surface of Eberron, especially in locations such as the Eldeen Reaches, and even more so when Lamannia is Coterminous.

Maug 3.5 Fiend Folio pg.121 Maug are native to the plane of Shavarath, serving as mercenaries to the warring armies there. When found on in Eberron, most Maug are typically serving as expensive, yet highly effective muscle for hire. Maug are quite insular

about who they allow into their mercenary bands, and most non-constructs are unlikely to be admitted. Outside of the Maug itself, the most common race seen in these mercenary bands are Warforged. This is

not surprising since my Maug claim there is some mysterious and distant relationship between the two. However, no proof of this statement has yet been found, so it is considered to more likely be wishful thinking on the part of the species.

Medusa 4e Monster Manual pg.186 3.5 Monster Manual pg.180

An official ecology was written by Keith Baker and can be viewed at this

link. http://www.wizards.com/default.as

p?x=dnd/ebds/20060905a

Meenlock 3.5 Monster Manual II pg.146 Found only on the continent of Khorvaire the Meenlock is widely believed to be the creation of Mordain the Flesh Weaver and a reason for his dismissal from the Twelve. These rare creatures are found

only in Khorvaire, and even today little is known of their origins. It is widely accepted that they are one of the most successful creations of the Flesh Weaver, and believed to be the reason for his dismissal from the Twelve. Though rare they

have a very strong ability to survive in a variety of terrains and have spread throughout Droamm and Breland. In Sharn, after a wealthy landholder’s daughter became a victim of the meenlock, a bounty of 10 gp per head was established to try to eliminate the threat. Even with the allure of gold, few have collected whether because of intimidation or sheer lack of knowledge about the bounty itself. Morgrave has also showed an interest in the meenlock, but for completely different reasons. The transmutation ability of the creature greatly interests them with the proffered reason of the beneficial

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applications that can be gleamed if the process of how they accomplish it can be discovered. They have funded several groups of hunters as well as established their own bounty for a complete specimen delivered to them alive and intact. So far the going rate for a live Meenlock is 50 gp, but though there have been a few successful ventures, little has been learned from the surviving specimens. Megalodon 3.5 Monster Manual IIpg.147

The Megalodon is a mercifully rare creature found in tropical oceans such as those surrounding Xen'Drik.

Worshiped by the Sahaguin as living aspects of the Devourer, dozens of prisoners are sacrificed to these creatures every year. Outside of the beliefs of the Sahaguin however, the creature’s presence is something of a sticking point between travelers seeking to reach Xen'Drik, let alone other sea denizens since just about every creature other than the Sahaguin would prefer that the beasts weren't there.

Merfolk 3.5 Monster Manual pg.185 Said to be blessed by the God of Beasts and cursed by the Fury, Merfolk wander the seas between Sarlona and Khorvaire never staying put for very long. They are a very nomadic people who travel constantly and in

truth little is known about culture or origins. Still a supposed rare few have attempted to make a permanent home, and though it did not last long, some rumors have arisen from these groups to explain their origins. These tales tell of a race of humans from Sarlona who angered the Fury though some unknown disrespect as well as lack of sufficient worship. In a fit of retributive rage, their islands were sunk below the oceans and the humans irrevocably altered to a life forever below the waves. Still, even after this show of power from an angry god, the Merfolk, being a very strong-minded race, turned to worship Belinor instead and have become great defenders of the undersea realms and mortal enemies to the Sahuagin. Some rare Merfolk can make their home within underwater ruins, which they share with the Aventi, who revere the less common Merfolk as chosen Belinor. They see them as prophets; there to lead their people, helping them recover from the destruction of their kingdom. Even these merlock are still nomadic by nature and though the call of the wanderer tempts them every day, many have taken it upon themselves to help their kinsmen. The Merfolk look to the Aventi as a parent does to its children, and try to guide their ways.

Mimic 3.5 Monster Manual pg.186 Little is known about this odd creature save for campfire stories of myth and legend. The most common belief involves them being created the Daelkyr as a type of living trap to combat the Dhakaani. Usually sent out ahead of an enemies force to penetrate their defenses before the remaining forces would come to engage them. A slight change in this tale sees the Mimic as just another beast from

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Xoriat that the Daelkyr have managed to control. This would make the most sense, seeing as Mimics really had little to do with the Daelkyr specifically and are just as likely to attack their minions as well as their enemies.

Among the doppleganger and changling population circles the belief that the mimic was in fact a creation of the Traveler. The myth tells tale of a doppleganger cult which began to worship him with unabashed awe. So warped was their belief that any act they committed, no matter how good, dark or even insignificant was done in the name of The Traveler. Disgusted by their overzealous actions and blind vision, the Traveler changed them, denying them for eternity the ability to take the form of a living creature. This story serves as a bedtime warning to the young of both societies against the dangers of zealotry and false belief. Because of this, many of both groups grow up seeing the Mimic as tainted beings cursed for their inability to live up to the true edicts of the Traveler.

Mindflayer

4e Monster Manual pg.188 3.5 Monster Manual pg.186 An official ecology was written by Keith

Baker and can be viewed at this link.

http://www.wizards.com/default.asp?x=dnd/ebee/20050704a

Minotaur 4e Monster Manual pg.190 3.5 Monster Manual pg.188 Long ago Minotaurs where a fierce race of warriors, very different from those now encountered. Once a race of powerful humanoids, their fanatic worship and devotion to a bull god is said to have brought them ire by some unknown force. Though it is unknown whom, this being or beings are believed to have cursed them to take the form they now wear and cast them deep into the shadows of Khyber. Some say it was the Traveler while others believe the Dragons or perhaps the Giants were responsible. There are even a few that are sure it was the Rakshasas as retribution for standing against them. No one knows for certain, one thing that can be verified is how wide spread they have become, encompassing many regions of Eberron. In Khorvaire specifically, with the rise of

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Droaam, many have returned to the surface and taken on a more civilized society then their ancestors. Whatever the origin, stories of powerful Minotaur warriors are now told throughout the lands; their prowess as combatants is truly recognized as something to be feared. There have even been several tales of specific minotaur of great ability that are now spread from bard to bard, though how real the accounts stay between tellings is a mystery. The barbarian ranger Whitemane of Xen'drik lives deep within the mountains, hunting all who intrude into his domain. He is renowned among a handful of Minotaur clans that dwell within, and many have sworn fealty to him. These clans comprise one of the few minotaur societies known to exist within the upper echelons of Khyber. Extremely violent to outsiders, hunting any who enter their domain, they see the edge of their domain as a zone of neutrality and there and only there will they meet peacefully with visitors. A demonic beast of foul temperament, Tusk is one of the most feared beings among the Carrion Tribe. So extreme is his anger and chaotic nature that others have had no choice but to make him the great chieftain. Tusk is completely devoid of fear and commonly runs into battle at the frontline of his forces. It is said that he is as ruthless to his men as he is towards enemies, willing to sacrifice them as though nothing but chattel. Those looking to keep far from him can easily distinguish this monstrous beast from his tribe by the pair of massive gore stained tusks he keeps strapped to his back. Tales from the Shadow Marches speak of a female Minotaur and powerful mystic known only as Pale Eyes. Renowned as an orator and gifted in both arcane and divine magic, and it is said that she

gained this skill from a Dusk Hag, who took her sight as payment for the teaching. Many orcs avoid the minotaur claiming she is a witch, but those truly desperate have sought her out in an attempt to gain aid. Is also said that a powerful bull protects her whose ferocity is beyond any seen within such a creature.

Mohrg 3.5 Monster Manual pg.189 Murder is one of the oldest and most heinous crimes committed about the lands. So perverse is the act that if one attempts to kill in cold blood and is killed themselves before the act is completed, they will walk the lands again but this time as a Mohrg. Still, some saw this as an opportunity and the first to take advantage of this phenomenon were the Dhakanni. Goblinoids killers whose need to shed blood was based on nothing but the joys

of killing were seen as corrupters of the true Goblin idea of honor. Discovering how they returned once executed, they quickly set about developing a way to bind the soul to the site at which they were buried, creating an undying guardian who served as a

symbol not of reward, but of punishment for their transgressions. The Blood of Vol, possibly inspired by the Dhakanni or just coming to a similar idea from observing the phenomena, began an aggressive campaign to capture repeat killers in order to harness the power of the mohrg. Rather than bind the creature as a guard, the cult developed techniques to enslave the

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mohrgs, using them as secret enforcers, assassins, or members of strike teams employed by the Emerald Claw. The fact that the Emerald Claw pursues murderers with this particular tenacity inadvertently wins them support from certain factions of the Karnathi government, law enforcement, and the populace, none of which know the true motivation for their actions. Recently it has been discovered that there are other techniques used to actually bring about the existence of a Mohrg, even from those who are not murderers. Evidence dating back to the time of giants has shown remnants of lore that tell tales of Rakashasa necromancers turning giants fallen in battle into the beasts and then let loose among their former brethren to wreck havoc. Other evidence seems to imply that the giants themselves also created them to control rebellious citizens or community revolts. An actual drowish rite, depicting the creation of these creatures, was discovered on a recent Xen’drik expedition. Similar to those performed by the Blood Of Vol, and perhaps the origin of their knowledge, the ritual begins with a member of the tribe or religious sect being given a ceremonial weapon and sent to kill a helpless victim, usually one strapped to an alter of some sort. The victim is likely an outsider, but baring that basic tenants of the ritual dictate that the weak should sacrifice so that the strong should live, so any are fair game. Both participants, at least in the drow's case, know what is to happen and in truth only the victim is usually an unwilling party. After the sacrifice is committed, the "murderer" is entombed in a small wooden casket and left for dead. The casket is usually filled with the entrails and organs of the victim then smeared with honey to attract insects such as ants or crawlers. After a few days the

Drow return to perform the final cleansing of the spirit. They flood the casket with a special concoction of what is believed to basically be unholy water. The body, still within the casket, is then taken to the ruins or burial site where it is to stand guard. Many drow from the tribes that perform this ritual find it an honor to be chosen to become the monstrosity and spend eternity protecting a sacred site.

Moonrats 3.5 Monster Manual II pg.151 Moonrats can be found in most large cities throughout Khorvaire but since their presence is mostly spoken of by drunks and madmen the common folk tend not to believe in their existence. While one would expect the creatures to have some sort of fantastic origin involving a lunar conjuncture or deific influence, the truth is Moonrats gained their intelligence after eating from the mysterious glowing refuse created by the magical institutions of the high towers of Sharn. There are 13 tribes of Moonrats, 12 of which have their intellect directly tied to a phase of a specific moon. The 13th tribe, however, is apparently bound to the vanished moon, and as a result each individual is born at a certain level of strength and intellect and maintains them throughout their lifespan. Often, two or more tribes temporarily band together to work continually on a plan that would either take far too long to complete, or hinges on events that would transpire when one tribe is at the nadir of its strength and intellect. Most of these master plans seem to centre on procuring food,

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however the intelligent members of the 13th tribe have a quite loftier goal in mind, nothing less than world conquest. Least, that is what Makely, the half crazed drunken dwarf on the lower levels believes. Who knows, he could be right.

Morkoth 3.5 Monster Manual II pg.152 Spawned in the ancient days of Eberron in the primordial ooze that we now call the ten seas, the Morkoth is one of the lesser powers that have been birthed from those dark crushing depths beneath the surface. They are fairly numerous, and many inhabit the regions of Shargon's Teeth. Highly respected by the Sauhagin, few creatures challenge these solitary predators of the deep and little is known of their abilities. Only the rare carcasses and the occasional rumor or all there is to show of the beasts’ existence. In fact until 30 years ago such a creature was believed to be nothing more than a myth until a fishing vessel’s nets pulled in a large half-devoured body. The creature's remains where massive even though only half of it still existed. It is believed that a dragon turtle or some other powerful being is the only thing that could have slain such a creature.

Mudmaw 3.5 Monster Manual II pg.153 This genetic aberration of the crocodile is notorious in the wilds of the Q'barra and the Shadow Marches. However the creature inhabits many places, and commonly hides within large groups of

normal Crocodiles. They can be found in the southern tropical regions of Khorvaire as well as the steaming jungles of Xen'drik and Argonessen. Many scholars believe it is a normal magical fluke that appeared thousands of years ago, and just bred true. Today a plethora of new species can be seen from the Dreadtoothed Mudmaw that roams the coast lines of many lands, to the Sandscale Mudmaw of Valenar and north western Xen'drik. Nothing overtly changes in each species’ abilities however, and it seems that there are only slight differences in their physiology. For instance the Sandscale can move through soft earth much like a crocodile moves through water. To date the strangest of all Mudmaws is known as the Skyclapper. The creature gets its name from its strange hunting technique, and is in fact a very small creature. It uses its two pseudopods, which generate an electrical charge, to snatch small flying creatures out of the air. When the two "arms", if you will, slap together their charge releases a powerful electrical volt, stunning, if not killing, their prey. The Skyclapper appears in various mountainous regions near once flowing rivers and lakes, throughout Xen'drik. Their colorful pelts are highly prized by native drow.

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Mummy 4e Monster Manual pg.192 3.5 Monster Manual pg.190 Many different forms of mummification have been documented all over Eberron.

Usually nothing more than a benign ceremony, the creation of undead mummies is usually intentional and as such much more rare. The Blood of Vol practices one of the oldest rituals of mummification, as do certain tribes of Drow in

Xen'drik. The ancient Dhakaani unintentionally created these undead as well as some orcs who were mummified and then buried improperly, such as within peat bogs, rose up as mummies. The most ancient and powerful of mummies can be found on Argonessen and Xen'drik, and are the remains of Dragons and Giants.

Myconid 3.5 Monster Manual II pg.154 Myconids are notable in that of all the inhabitants of the Khyber, they are the least hostile to travelers. While living in close proximity to some of the most dangerous creatures on the planet has made the Myconids understandably paranoid, visitors from the surface that can prove themselves not to be a threat to a colony are allowed to come and go as they please, and those that do something significant to benefit the colony can obtain limited services from the Myconids, and a safe place to rest and recover from other adventures in the Khyber.

Studies of Myconid biology state that these creatures were once a variety of innocuous, yet large fungus native to the areas of Khyber where the Daelkyr had been sealed. Over the centuries, they slowly transformed into the creatures they are today, and set out for a safer place the instant they could. The extent of speciation amongst the creature seems to be limited to changes in the number of fingers and toes, typically ranging from 3 to 9 on each hand, with either one or two thumbs. The occasional appearance of specimens with additional limbs is typically related to damage the specimen sustained during its infancy. On extremely rare occasions, a Myconid that sustained massive damage to its cap during infancy will actually grow something resembling a second head, however the growth has no discernable mental activity until the creature is at least 12 years old, at which point the second head awakes into sentience, albeit without any of the knowledge or memories possessed by the first. Needless to say this can be a very disturbing time for the creature and those who experience this are sent into ritual seclusion until their nature has come under control.

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N

Naga 4e Monster Manual pg.194 3.5 Monster Manual pg.191 Spawned from Khyber the Naga where one of the first creatures of Eberron. They appeared towards the end of the Dragon-Fiend wars and though individuals could be found fighting for one side or the other, the race as a whole took no real interest in the conflict. The Nagas, now known as Water Nagas, why neither evil or selfish just saw no need to join what they considered a losing battle for both sides. As such, they stayed mostly to there own devices though in a sense they became lore keepers of a sort as they documented the conflict without the biased influences of other races who had chosen a side.

Over the years, many Nagas have turned to nature as the guiding principle in their lives, becoming either rangers or druids of the more dark aspects of the land. Though not as common, the arcane arts are also explored, though not in nearly the depth either elves or even humans have attempted. The rivers and streams of Khorvaire are a common home to the Water Naga, as are any of the Ten Seas throughout Eberron. Rumors of them possessing ancient lore has caused them to be highly sought after by many across the lands. The greatest

misconception however is the type of secret knowledge they possess, most thinking it is of the mystical variety when in fact it is a unique knowledge of history. As it has been said, the Naga race by and large kept neutral in the Great War, but not all kept to that belief. Those who did chose a side were gifted by their allies with abilities that changed the very nature of their existence. The dragons saw the naga who joined them as a great force to protect the entrances to Khyber itself. To aid in this they were granted special powers and abilities and the Guardian Nagas were born. Seeing this as a challenge that must be met, the Rakshasa altered their allies as well, creating a force to combat this new dragon legion. The Dark Nagas were born with a vile hatred of their cousins and sought to destroy them at every opportunity. Both species are intoxicated with violence towards the other, and to this day a state of war exist between the two. Both make use of a divine source of power, though obviously from a different place. Guardians tend to call on the power of Siberys while Dark Nagas worship Khyber as their benefactor. Only one however can claim a type of noble heritage for Guardians appear to have dragon blood flowing though the veins. So much so that it is not unheard of for a Guardian to be the child of two dragons, making it seem that the conflict united them as more than just allies but kin as well. There is one breed however that seems to follow a new path. An apparent recent jump in the evolutionary chain, the Spirit Naga can be found near or within the dark realm of Khyber. Originating from eggs raised by Daelkyr minions, they were not altered in any intentional way but birthed with a lack of record for the natural order that makes them seem

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almost chaotic in manner. They are the some of the foulest and most inherently evil creatures that exists, many either leading or holding high positions in Cults of the Dragon Below. Spirit Nagas are one of the most numerous species of Naga today, but few are actually seen so their threat is widely unknown. Their population is steady however, and much is to be feared if these fiends are left unchecked.

Needlefolk 3.5 Monster Manual II pg.158

The Needlefolk are native to the forests of Aernal, however they have managed to spread across the continent of Khorvaire, following the elves. The largest populations of the creatures outside Aernal are found in Valenar. The Aernal Needlefolk have remained

essentially the same for thousands of years, with the first records of the creatures being almost twenty thousand years old. Aernal Needlefolk are known for their hate of the elves, especially the Deathless. While no elf or even half-elf has been able to get near the creatures without fear of getting skewered, members of other races have seen that the creatures are actually peaceful entities outside the presence of elves, and some have even managed to speak with the creatures. Of note is a conversation held between Algol, a genderless personality Warforged artificer, and the Needlefolk druid Bron Jizeid'r. In a move that all members of their party believed would get them killed, Algol simply asked Bron why the Needlefolk disliked Elves so much. Bron replied by stating that its people were originally awakened from thorny bushes by an entity they

only refer to as "The Man in the Mist" to stop the actions of those who believed that they were above nature's cycle of life and death. Of additional notice is that Needlefolk will often congregate around Manifest Zones to Dolurrh, believing that one day The Man in the Mist will return through the grey fog. What Bron didn’t share, and perhaps doesn’t know himself is the fact that Needlefolk actually begun as elves themselves, refugees from enslavement from the giants. Those Needlefolk that do know the truth are known as Eyes of the Needle. They share it though tales from one generation to the next, but keep it from the common folk. The tale tells of a time when, as elves, their desperation for survival was at its heights and in a last vestige of hope they turned to prayer, not to any god, but to the elves who passed before them, for guidance on how not to meet their gruesome fate. A phrase was then heard across the winds, something none can recall, but it held a secret that altered them to the form they show today binding them irrevocably to the land itself. Along with that secret came a mandate warning of those who would leave the natural path and taint the true nature of the elf beyond hope. This mandate has slowly over the years turned into the hatred for the Undying they now feel. Still, this knowledge is kept from most, as it is believed that the truth of their relation may tempt others to join their “misguided” brothers. An offshoot species who settle in a separate area of the lans, Valenar Needlefolk are not nearly as hostile toward Elves as the Aernal ones mainly because Valenar Elves venerate their ancestors through memory only, a practice that those of the Eye know to be the truth path the elves were meant to follow and the Needlefolk’s origin. This offshoot has changed to the point of becoming a separate species from their relatives in Aernal, displaying physical

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and behavioral differences. To start with, they are an average of 7 inches shorter than the Aernal variety and tend also to be nocturnal, half-burying themselves during the day, leaving only a few leaves exposed for photosynthesis. Their most notable difference, however, is that the leaves and needles of the Valenar Needlefolk are poisonous, a defense adapted to protect themselves from grazing animals.

Neogi 3.5 Monster Manual II pg.158 An official ecology was written by Keith

Baker and can be viewed at this link. http://www.wizards.com/default.asp?

x=dnd/ebee/20050704a

Nethersight Mastiff 3.5 Monster Manual II pg.160 These beasts were originally bred by the ancient giants to guard against quori infiltrators and were given the ability to wrench a possessing spirit out of its

host. Packs of this ancient breed now roam Xen’drik, and many are larger than their ancestors. The modern day source of nethersight mastiffs is House Vadalis, who bred them for a much more domestic reason.

Artificers of House Cannith, sick of raids by ethereal filchers, asked the breeders of Vadalis for a guard dog that could be used against both corporeal and ethereal problems. Several churches have also requested a mastiff or two to help with eliminating hauntings

Nimblewright 3.5 Monster Manual II pg.162 There is a tale that is spread throughout Khorvaire of the origins of the Nimblewright. Seventy-five years ago, Merrix d'Cannith was closer to the discovery of sentient constructs than anyone realized. Utilizing the schemas found in Xen'drik he fashioned a human-sized construct for a number of wealthy nobles. Arming them with a set of rapiers and christening his newest creations "nimblewrights", Merrix amazed his fellows with his creation’s grace and intelligence. However, despite this step forward, his plans were flawed and the few nimblewrights that had been created rebelled against their owners. Most of the 400 were destroyed, but many survived what some call the "Nimble Purge" and went into hiding. Today, rumors persist of golden, swashbuckling constructs leading warforged against the breathing races in and around the Mournlands. Truth is, that is all this story is but sheer rumor. One propagated by enemies of Merrix during the Last War and building every since. In truth a Nimblewright is the pinnacle of Cannith construct technology. Jasden ir’Delvenr, a long time rival of Merrix, originally created them to serve as shock

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troopers in the Last War, and after years of research and development they were scheduled to be mass-produced and sent all over Khorvaire. Just before production was set to begin, Merrix D'Cannith created the first Warforged. The Warforged provided all the benefits that House Cannith had been looking for in a construct soldier, with the added bonus of being able to be repaired after being rendered inoperative, as well as being far, far cheaper to produce than the Nimblewrights. This cost difference made them the better choice and Nimblewright production lines were quickly retooled into the Warforged Creation Forges, the existing Nimblewrights reclassified as espionage agents. This position change didn’t see much light however as most Nimblewrights ended up sitting around in Cannith warehouses for months before finally being sold. The insult Jasden felt led to him spreading the rumor of Merrix’s faulty plans and the uprising, wanting to disconnect himself completely from the origin of his creations. Most Nimblewrights utterly despise Warforged, partly for stealing their thunder in the Last War, but mostly for what happened afterwards. When the treaty of Thronehold was signed, granting Warforged full rights as citizens of the Five Nations, no such concession was made for the mostly forgotten Nimblewrights. As a result, a Nimblewright has no legal rights or recourse, and few are willing to admit to owning something as dangerous as one. Nowadays, most Nimblewrights are in the service of various governmental agencies, or individuals willing to keep a spy around for their own purposes, and can be found in all of the Five Nations. Often though, a Nimblewright will somehow arrange to become its own property, either by dispatching its

current owner or using its Alter Self spell-like ability to create a false identity that arranges to buy the Nimblewright in a clandestine deal. There is even an urban legend in Sharn about a wealthy businessman who ended up deep in debt to an unscrupulous creditor who revealed himself to be a Nimblewright that was mistreated back when he was owned by the businessman. Nimblewright are still researched and developed in the varying Cannith laboratories, and recent advances in the technology used to produce the creatures have made them almost as cost-effective as the Warforged were. Additionally, there have been numerous eyewitness accounts of Nimblewrights equipped with nonstandard weaponry and armor, the most famous one involving a Crystalline Troll getting blasted into dust and crystal shards by a Nimblewright with a highly experimental weapon concealed in its forearm.

Nymph 3.5 Monster Manual pg.197

Nymphs are native to the Faerie courts, but are found on the Material Plane wherever a manifest zone exists. Like most Fey, they distrust the civilized races, and usually only allow Druids to come close to them.

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O

Ogre 4e Monster Manual pg.198 3.5 Monster Manual pg.198 Believed to be distant cousins to the giants that once ruled Xen'drik, ancient texts describe how they were enslaved and brought from Khorvaire to serve as a supplement to their elven labor force. These beings have always been a savage and violent race, one who is more then

capable of throwing its weight around. Many scholars believe that the ogres are, in actuality, descendents of giants/orc prodigy. Thousands of years before the rise of the giant’s empire, a group had been stranded on Khorvaire after some mighty

storm. With little other options they bred with the orcs and that mingling led to the Ogre. Support from this can also be found in the giant language, as the word “ogre” is the basis for a dozen or so similar words that translate into mutt. Today, they can still be found mainly in Khovaire, though sporadic tribes are known to exist on Xen’drik as well.

Ogre Mage (Oni Mage) 4e Monster Manual pg.201 3.5 Monster Manual pg.200 The Ogre Mage is one of the most dangerous creatures native to Khorvaire. They are rare, and usually found as

leaders of Ogre tribes. Ogre Magi are considered a very intelligent race and as the normal ogre, the origins of the Ogre Mage actually can be traced to the ancient empire of the giants. Text and hieroglyphs dictate that the giants experimented on the ogres of Khorvaire with magic. After generations the race breed true, even when coupled with an ordinary Ogre. The Ogre Mage of Khorvaire only represents a small percentage of the native ogre populations (maybe 5-10%), where as the Ogre Mage of Xen'drik represents a much larger percentage of the population when compared to its Ogres (25-30%).

Otyugh 4e Monster Manual pg.211 3.5 Monster Manual pg.204 The Otyugh is another one of the natural denizens of Xoriat that came to Khorvaire. These creatures are disgusting horrid beast that will devour anything, and are commonly contaminated with disease. Due to their origins the Daelkyr have experimented on the creature creating numerous different subspecies. However, the most wretched breed, seems to be the creation of the Dhakaani. The Lifeleech Otyugh is believed to have been created by Dhakaani wizardry and have the innate ability to siphon off magical healing. They where sent into waves of Daelkyr to wound and infect as many as they could before the Dhakaani would come to battle.

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These Otyugh where very effective, so much so that even minions of the Daelkyr came to make use of them. The most frightening thing of the Lifeleech is that it appears as a normal Otyugh, with no difference, so there is no way to identify one until it is to late.

Owl, Giant 3.5 Monster Manual pg.205

The Giant Owls origins are an enigma, though it is believed they are not a natural occurring species. Many theories have been suggested, and sadly seem valid, leading to even more confusion. The main theory has the dragons creating the first of the giant owls on Argonessen, with the giants learning to do the

same as their civilization grew. When Vvaraak taught the orcs druidic magic, they then learned how to awaken the animals. Eventually House Vadalis saw how easy it was to train the Giant Owls, and began their own breeding experiments, creating a faster, hearty species. Known today as the Dragonmarked Owl it is the most commonly known Giant Owl in Khorvaire. The Giant Snow Owl inhabits the Frostfells, and Everice, and has a unique breath weapon, which it uses to stun its prey. The Nighteye Owl of Xen'drik is one of the smallest of the Giant Owls, but hunts at night, using innate shadow magics to conceal its precense. There are a multitude of other species as well, many not so easily qualified, but just as unique. Sadly, to this date, no hard knowledge of them has been verified so mysteries still abound.

Owlbear 4e Monster Manual pg.212 3.5 Monster Manual pg.206 Owlbears exist around all of Eberron, but most are found within Khorvaire. Scholars theorize that the Owlbear's origins date back to the days when the goblinoids and orcs where just beginning to rise up. The Owlbear was originally found near what are now known as manifestation zones. The zones in particular that helped breed these beast where linked with Xoriat. This can be seen in the multitude of subspecies within Khorvaire alone. At least 10 species exists, from the Pygmy Owlbear of the Talenta Plains, to the flying Firehide Owlbear of the Demon Wastes, to the strange and hideous Vulrhaar'khraal of Dargun. The most common owlbear of course can be found in the numerous woodlands of Khorvaire, and even the jungles of Xen'drik, Aerenal, and Argonessen. Of all the species the Vulrhaar'khraal is the strangest of the breed, and lives in the Khraal of Darguun. These creatures are renowned for their foul temper and aggressiveness. Unlike other Owlbears this one is completely devoid of fur or feathers, and is covered in a nasty green warty hide. Its arms are incredibly long and have the ability to extend furthers then what would be first suggested when seen. It is also unnaturally gaunt, and its ribs and spine can be easily displayed on their torso. Killing one of these creatures is considered a badge of honor by the goblinoids of Darguun, but the fear of its territory natural and the vicious tenacity is enough to keep many out.

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Pegasus 3.5 Monster Manual pg.206 The Pegasus is one of the most graceful and beautiful creatures in all of Eberron. Their flighty nature and high intelligence enabled them to find shelter around the world. Though their origins are shrouded in myth, several stories exist about how

they came to be. The most common held belief has the pegasus originating on the continent of Sarlona. Soon after the birth of

dragons the same blood of Syberis that birthed them also touched a small group of beautiful white horses. The effect was dramatic as wings sprouted from their back, and a world not quite perceived by their animal minds was now open to them. From that day the Pegasus was born and many, even scholars, believe this to be the true origin. There is another belief, one held closer by those of faith than of scholarly aptitude. It is said that during the rise of the Dhakaani a great warrior arose to battle one of the last powerful demons of the age. The warrior fought hard, but found that being earth bound prevented him from administering the killing blow time and time again as the demon escaped to the skies to recover its strength. He prayed for many days to Balinor to grace him with a faithful steed, one that could help him keep pace with the horrible fiend. Hearing his praise, Balinor rewarded the young

knight handsomely as a golden chariot appeared drawn by a pair of beautiful winged horses. With this gift he went on to conquer the demon, driving it to earth and imprisoning it behind the walls of Khyber for all eternity. When the battle was done, the once noble knight, corrupted by his battle with the fiend, hoped to keep his pair of loyal steeds hoping to use their power to lift him to heights as equal as that of the gods. As they say pride commenth before the fall and as he attempted to force the beasts to take him to the heavenly realms he was bucked from the chariot and fell to his death. For faithful service the two Pegasus were freed from their bridles and let loose to roam the world, which they helped protect. In recent times claims have also arisen of another breed of Pegasus, a demon-like beast, which spreads fear in their wake. Though never seen in the last thousand years, writings have been discovered detailing the wake of destruction that followed them wherever they traveled. Many believe some may still exist within the Demon Wastes, but so far none have been uncovered. Many believe this a blessing, as the blight they could bring to the land would be devastating. On another note, House Vadalis has bred a strange and unusual creature dubbed the Alicorn. Not a nature beast of nature, the creature is a cross between Pegasi and Unicorns. It bares many traits of both creatures including the head of a unicorn, including its prodigious horn, and the body of a Pegasus with an even greater wingspan of about 2 feet on each end. Many of the faithful see such a creature as abhorrent and against nature itself. In their minds, if Balinor wanted such a thing to exist he would've made it himself. There are some that have argued that perhaps it was the will of the god giving the inspiration to breed the

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beast in the first place, but they are quickly pushed aside as misguided or weak in faith. Phantom Fungus 3.5 Monster Manual pg.207 This elusive creature is widely feared by commoners for its innate ability to strike at targets and remain unseen. Many adventurers have learned that these semi-intelligent fungi are mostly overrated, although still dangerous. Not much is known about the creature as they are constantly under the effects of

some supernatural ability that causes them to stay invisible, even while attacking. The carcasses of the beasts have been studied however and

it seems that they are nothing more then a strange fungal growth, no much different than other life of it’s kind save for its devastating defensive adaptation. It is most commonly found in the realm of Khyber, but any cave or dark sheltered area of enough size is suitable for them as well.

Phase Spider 3.5 Monster Manual pg.207 The Phase Spider is a large and dangerous beast that inhabits the hillsides of Sarlona and Khorvaire, as well as the jungles of Xen'drik. These creatures are highly evolved and intelligent arachnids, patiently following their prey for miles before attempting to capture them. The creatures came to Khorvaire with the second wave of Sarlonan immigrants

and then to Xen’drik on the many ships of exploration. This ability to migrate on the backs of others has made the Phase Spider one of the most hated creatures around, but little can be done to challenge its progress. It is known that the original breed of Phase Spider comes from the hill country of Sarlona, where they are a native species. They are also the largest and most dangerous of their kind, growing to great size, almost twice that of an ogre. It is claimed that over the years a sub-species called the Sarlonan Mindharrower has developed it’s own unique powers to aid in its hunts. This massive arachnid is a solitary hunter, capable of bringing down large and dangerous predators. It is renown for its even greater intelligence, and many claim that it can even read your mind. The Phase Spider of Khorvaire is smaller, but just as dangerous, making up for its size by sheer numbers. These Phase Spiders are quite the nuisance, and have now spread throughout Xen'drik. On Khorvaire they are fairly uncommon, and when found they are always in groups. Solitary Phase Spiders are usually killed with ease, leading to their pack mentality but also serves as a form of population control. The Xen'drik Phase spider is very much like the Khorvaire variety only differing slightly in appearance. It is believed that given time this may lead to a completely new subspecies as it adapts to its new environs.

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Phasm 3.5 Monster Manual pg.208

The origin of the Phasm is often credited to the Daelkyr. However, some legends show that the creation of this race is actually

due to the influence of the Traveller. Once there was a changeling who grew bored of his limited natural gift for transformation, and so began to pursue other methods of changing his body. He studied transmutation with the finest sages of the era and took to nature to understand the path of the druid, but still he wasn't satisfied. In desperation, he prayed to the Traveller that he might know all forms, and the Traveller granted his wish, but at the expense of one single form that he might know as his own. There is truth in the warnings to beware the gifts of the Traveller.

Pseudodragons

4e Monster Manual pg.91 3.5 Monster Manual pg.210 The False Dragon as it also known as, Pseudodragons are strange creatures. Though rare outside of Argonessen, they

commonly inhabit the oldest woods, the ancient trees and winding growth providing the shelter they crave. Inhabiting every continent their appearance varies widely, but still their similarities still

outnumber the differences. Only in Argonessen will you actually discover them in great numbers, some "flocks" said to contain a hundred or more

members in their ranks. These creatures are highly prized by wizards for both companions and experimentation. Many commoners believe that the Psuedodragon is an animal because it lacks the ability to speak, however it is as intelligent as an adult human and has quite a remarkable ability to communicate using telepathy.

Purple Worm 4e Monster Manual pg.214 3.5 Monster Manual pg.211 In the ancient days when Eberron first formed, the world was in chaos. The blood of Syberis fell from the sky creating the first dragons, and from the depths of Khyber the first fiends appeared. In some spots the flesh of Khyber bubbled forth from beneath Eberron, and in some of these spots the blood of Syberis mixed with the flesh of Khyber. This gave way to a festering sore on Eberron, one filled with great power, and it intoxicated many creatures transforming them into horrible beast. Before the Age of Fiends, was the Age of Dragons, and the Purple Worm dates back to this age. Dragons and Fiends alike slew the Purple Worms, as they are one of the most deadly creatures in all of Eberron. It is said that they never die of old age, and that at least one from the Age of Dragons still lives. No subspecies or other breeds are ever spoken of, but from what has been noted Purple Worms do take on the qualities of nearby manifestation zones.

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Remorhaz 3.5 Monster Manual pg.214 The Remorhaz is one of the behemoths of the icy north and south. They even inhabit some of the regions of northern

Khorvaire and southern Xen'drik and Argonessen. A very rare creature, it is the result of a red and white dragon mating and their eggs resting in an area containing

manifest zones to both Risia and Fernia. Only one species is known to exist, but it is rumored that the Brelish have had a hand in the creation of a smaller subspecies. The largest of these massive insectile predators are found deep within Frostfell and Everice. Stories of Remorhaz as large as the oldest dragons are not unusual in these areas. Dragons consider the remorhaz an abomination and will kill them on sight, as they represent a corruption of the nobility of dragonkind. As such, the Lords of Dust would dearly love to know how to create them, in order to taunt the dragons further.

Revived Fossil 3.5 Libris Mortis pg.118 These are the spawn of necromancers from Karrnath who wander into the Talenta Plains to seek corpses for their armies. Some of which include the dinosaurs of the plains.

Roc 4e Monster Manual pg.220 3.5 Monster Manual pg.215 The rare and powerful Roc is considered a majestic creature. Although their realm varies widely, and they span the whole of Eberron, Sarlona boast the largest numbers of these beasts as at least half of the population nestle within its realms. Still, only a few thousand of these creatures are known to exist, and the sighting of one is considered a great omen. Most of the time Rocs roost on the coastlines, and range for miles, hunting large game, such as whales. Oddly enough there are many subspecies of the creatures, all of which are able to breed with one another. The most famous is the rare Chaos Roc of Xen'drik. Sporadic sightings of the creatures have revealed their existence though only a handful of these creatures are believed to exist.

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Roper 4e Monster Manual pg.222 3.5 Monster Manual pg.215 The Roper is commonly believed to have been created by the Daelkyr, but this is not the case. The Daelkyr did however take an active hand in the creature’s development and have spawned two subspecies. Nothing is truly known of their origins, even in myth or legend, making the creature truly an enigma. The common Roper is an ambush predator, and although it shows signs of intelligence this can many times be overridden by instinct. Although believed to be a minion of the Daelkyr the common Roper is just as likely to feed on the Daelkyr's minions, as it is a lost adventurer. This has led to a conflict between the two, one that the Roper is likely to lose if it escalates any further.

Two other known subspecies are said to exist, the Urophion and the Prismatic Roper. The rare Utopian is only found near ruins or encampments, held specifically by Mind Flayers, and is one of the most dangerous and intelligent species of

Ropers. They possess innate psychic abilities, as well as the ability to suck the strength from their victims. The Urophion is a complete minion of the Illithid, and only they possess the breeding secrets to these creatures. The Prismatic Roper it seems was breed to be a better ambush predator, and more easily controlled then the common Roper. Like the Urophion the Prismatic Roper is commonly found near Daelkyr enclaves, although they have been noted in the wilds of Khyber. These ropers have the

ability to change the color of their skin and do not have the stalagmite shape of common Ropers. This mesmeric ability to change their color is usually how they open up combat, for two purposes. One, in the darkness the strange ability sheds small colorful lights that are easily seen, alerting other minions. The other is that it has the ability to enchant its foes, so that it may move in for the kill.

Rust Monster 4e Monster Manual pg.216 Rust Monsters are believed to have been spawned from tiny metal tick-like creatures that can be found in the Shadow Marches. These metal-banded creatures where commonly released against the Dhakaani forces to completely destroy their weapons and armor. Hard to control even by the Daelkyr, the creatures eventually turned on their masters, their hunger for metal overriding their obedience. They now roam many regions of Khyber primarily within mines and underground ruins, commonly seeking out food and metal. The Rust Monster can sustain on living prey, but it seems that their life span is actually extended by devouring ore. The older and more well "fed" a Rust Monster is the more metallic its hide gets, and the larger they can grow. Some of the largest and most ancient Rust Monsters have been said to have hides that look like rusted adamantine. There are numerous subspecies that dwell on Eberron, but one in particular is most common on the lips of its denizens, the War Ruster. This Rust Monster has been bred for combat by House Vadalis for combat against Warforged. They are far more dangerous

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then common Rust Monsters, and look very different. The spokesmen of House Vadalis claims that he crossbred several breeds of the creature to come up with these results. Seeing little action in combat, it seems that only the Reachers ever purchased any for battle. These Rust Monsters have 6-inch spikes that cover their hide, as well as powerful mandibles capable of tearing down a man in a single bite. The creature also possesses a breath weapon capable of corroding metal rather then its usual antennae. They are the nightmare of Warforged armies, so much so that the only time they came close to showing fear in battle was when War Rusters were seen.

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Satyr 4e Monster Manual pg.228 3.5 Monster Manual pg.219 Of all the fey that inhabit Thelanis, the Satyr is one of the most oxymoronic creatures to ever exist. Although free spirited and possessing an uncanny

ability with dance and music, Satyrs are in fact the warriors of their people. Their physical capabilities far surpass many fey making them more than qualified for the position

they have been put in. In fact many Satyrs that die in battle do not merely pass away into nothingness, instead they ascend to a higher plane of existence, their forms changing into that of Cervidalls. Another strange thing about the Satyrs is there, shall we say, adaptability when it comes to producing offspring. Their blood, not to mention their natures, seem to be more than capable of merging with most other sentient life across the planes, a fact that has produced a number of interesting beings ranging from Half-elementals and Shadow Satyrs, to those of the Half-fiend and Half-celestial type as well. This aspect of Satyr mentality seems to stem from their chaotic and whimsical nature, but also by the instinct to protect taking on an almost paternal need to propagate. Satyrs are one of the strangest creatures of Eberron's history, and of all the races that Satyrs appreciate and accept Orcs seem to be at the top of their list. The reasons for this is unclear, but then

neither are any of their motivations from one moment to the next.

Sahuagin 4e Monster Manual pg.224 3.5 Monster Manual pg.217 In days of old, when the lesser races first began to build their kingdoms the Sahuagin did the same. Legends claim their empire spanned all of the waters surrounding Khorvaire and northern Xen'drik, and evidence does show that about the area of Shargons Teeth and as well as the waters about northern Xen'drik there did indeed exist an empire of some sort, one that predates several of the other races, including humans, by many years. The ruins discovered are dated from a time when the giants held their dominion over the land, within the last 300 years of their reign. The exact date is unknown but some cataclysmic event, possibly the one that destroyed Xen'drik, also leveled this underwater kingdom. Still, it is unknown who actually ruled this lost kingdom, as many doubt the Sahuagin capable of that type of unity. Exploration of the ruins have turned up many images depicting a fish-like beast a myriad of tentacles and three striking eyes devoid of pupils. Though it is rare, some Sahuagin attempt to hold true to their ancient traditions worshiping this unknown sea god and when examined with a careful eye these ancient cults bear many similarities to Cults of the Dragon Below. Most Sahuagin have no interest in this however and many instead worship either the Fury or the Mockery.

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Sea Cat 3.5 Monster Manual pg.220 The majestic Sea Cat is a one of the strangest creatures of Eberron. There are several varieties known, but all of them share similar characteristics. These

creatures migrate between coastlines, and normal live in small prides of five to twelve members. They commonly roam the southern coast of Khorvaire, and migrate to the Seren's and Totem Beach, or as far

as the Kaparian Island of Xen'drik. They are quite well known, and many have learned to beware the territorial predators. In Stormreach and Q'barra, both with large populations of Sea Cats, hold a yearly hunt as the Sea Cats near their shores. The rules vary from season to season and place to place, but the one who catches the largest Sea Cat is usually the winner. Another rule that seems to be the mainstay of the sport is they may only be killed in the water, which gives them quite the fighting chance. The number of Sea Cat's caught from these annual hunts is usually enough to cover a season or two of the delicacy. In summer and spring the hunt is always held in Q'barra, where as Stormreach holds its event in fall and winter. Regardless both hunts give way to great celebrations. The Orcs of the Shadow Marches rarely hunt them, and even then when given the opportunity, they will choose an already dead corpse as a prize instead of facing a live cat. When they do hunt, they never take more then two or three adults a year, as more could put a strain on the population, both the cat’s and theirs. Finally, wariness is the orcs top

hunting technique as they always keep to the land and if a seacat even makes it to the water, they will give up chase.

Senmurv 3.5 Fiend Folio pg.149 The Senmurv of Eberron are more aloof than those of other worlds mainly because they feel their very beings are tied to a greater purpose than most species. Closely related to the Coautls, they were created by Syberis at the same time as the dragons and fought both them and their feathered cousins against the fiends. They made up for their relative weak natures with sheer numbers, throwing themselves into battle with a vengeance. Sadly by the end of the Age of Demons their numbers had greatly dwindled and now they are considered a bit rare to say the least. Those senmurvs who remain tend to spend their incredibly long lives continuing their fight against the fiends, though now in a more indirect way by providing help to good aligned adventurers and warriors of light. Some senmurvs have also been known to associate themselves with paladins affiliated with the church of the silver flame. Rumors tell of a great concentration of senmurvs in Xen'drik's inland, explorers sharing stories of being saved from rogue giants and drows by strange, multi-colored, winged wolves. Argonessen has a small but prosperous senmurv population who usually live under the protection of a good dragon. Another breed also exists as a sad mockery of their kinder cousins. The

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Siurvshis of Frostfell are an evil and corrupt breed created from a sheer desire for revenge by a fiend from long ago. This dark creature, after seeing his forces destroyed because of the Senmurv’s intervention, set out to create a predator whose sole purpose was to hunt their noble cousins. The Siurvshis however, true to the evil and selfish nature of their creation had other plans and fled to Frostfell where they live only to hunt and kill. Siurvshis look like Senmurvs except for the pure white hue of their fur and their intimidating eyes, which glare with a cold blue in color.

Shadows 3.5 Monster Manual pg.221 Shadows are one of the foulest of undead, and considered the greatest banes to the Church of the Soveriegn Host. Legend

states that these dark creatures were spawned from the Shadow of Aureon itself. The Shadow, though powerful, had no way to give these stillborn nightmares any form of life, so turned to the Keeper for aid. The Keeper is said to carry the souls of

the dead and provided free access to them by the Shadow as essence to awaken his creations. The Church of the Silver Flame has a bit of a different opinion. They claim that the Shadows where spawned from fiends who have long been imprisoned within Khyber. That they used their tainted spirit to corrupt others, even from their imprisonment. The followers of the Path of Light have their own beliefs, but they commonly refuse to comment on such things. However one cleric, whose name needn't be mentioned, did cryptically state,

"Shadows are but a figment of a nightmare come to Eberron." What the cleric meant by this is unknown, but it seems to fit the Il-Yanah typical proverbs.

Shambling Mound 4e Monster Manual pg.232 3.5 Monster Manual pg.222 These hideous plants seem to be the creation of druids who have lost their way and become completely mad. History documents the first and oldest Shambling Mound was created by an Orc Druid who his sanity while battling the Daelkyr. This story is a common one and repeated time and time again as more stories of shambler creation are discovered. Years later, in Sarlona, thousands of years before Lhazaar led people to Khorvaire, it is said that a human druid, again driven a madness of paranoia this time, created Shambling Mounds to protect sacred areas of a great forest. In Xen'drik the creature seems to have actually been created by a renegade group of drow long ago. Again, the legend states that the druid responsible driven mad by their desire to protect the woodlands. Whether true or not the Shambling Mound remains to this day, stalking the wilds where they live and grow.

Shield Guardian 4e Monster Manual pg.149 3.5 Monster Manual pg.223 Before there where warforged, their were Shield Guardians. Though common less than a hundred years ago, today they are

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considered an antiquity from a bygone era, albeit a powerful one. Since the signing of the Treaty of Thronehold, which outlawed the ownership of

warforged, some nobles have turned back to guardians for menial and protective services. Recently a new form of Shield Guardian has begun to appear at the side of Riedran Nobles. These Guardians are much different then their ancient predecessors and

make use psionics rather then magic. It is also rumored that such beings are actually alive and bound with a strange ancient magic called Incarnum. Lady Iashtara, a Riedran Noble, actually has two such guardians, both of which are said to be able to read peoples minds on command.

Shocker Lizard 3.5 Monster Manual pg.224 Native to many areas of Eberron including southern Khorvaire, Aerenal, Argonessen, and Xen'drik; it is unknown who specifically created them, though links have been theorized between they and both dragons and giants. Long ago the Shocker Lizard was nothing more then a mundane reptile similar to that of a gecko or salamander. Experiments performed on them by either of the two species magically altered them with rather dramatic results. No only did it gift them with the abilities they show today but also with an innate adaptability when experiencing the effects of nearby manifest zones. This has led to a handful of unique subspecies that a scattered throughout the realms. One such species, the largest its kind,

can be found in both the Shadow Marches and Q'barra. Not surprisingly they have developed into dangerous predators who can reach a size of about twelve feet in length. Commonly encountered in packs of three to five members, they have been dubbed “lightning lizards” for the power jolt of electricity they can deal to any who they deem prey. Commonly found in either the wilds of Argonessn or among ancient ruins within Xen’drik, another breed of lizard has demonstrated the uncanny ability to absorb magic. This capability allows them to enhance their normal electrical abilities to very dangerous levels making them one of the more deceptively dangerous creatures in either location. The only seeming difference between the two appears to be the chameleon like ability of the type that hails from Xen’drik. By altering the color and shade of its pigment it can blend successfully into the jungle like environments, making it an even more formable threat. Last but not least, the Platinum Shocker is the rarest of the breeds. Found only in Aerenal, it seems to have taken on the traits of the manifestation zones of that area. This Shocker Lizard is the smallest subspecies, never growing more then 2-3 feet in length, the average specimen no more than a foot and a half long. They are positively one of the most unique creatures in all of Eberron. Unlike normal Shocker Lizards who use electricity to bring down their prey, the Platinum Shocker Lizard uses a bolt of Positive Energy, literally overloading already healthy systems with an overwhelming surge. This has made the creature very valuable and both House Vadalis and Jorasco have placed bounties

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on live specimens. Removal of the Platinum Shocker Lizard is been deemed forbidden however, and only a handful of the creatures have made it off of the subcontinent. The creature gets its name from its platinum colored scales, and the males usually have golden stripes and crests.

Skum 3.5 Monster Manual pg.228 Long ago many Sahaugin where under the rule of ancient beings, known as Aboleths. When the empire of the Aboleths fell they dragged many of their

minions with them to the depths. Within Khyber’s numerous underground lakes, streams, and seas the Aboleth built a new empire. Some encountered the Locathah, and over the years, many others the Kou-toa. Soon after it

was decided that they would begin a specialized interbreeding program between the two other species and the Skum was born. Through the program, which included magical manipulation of their being, this new race was created as an elite warrior caste, loyal to only their Aboleth creators. Still, they are a rare sight, as though successful, the program could not guarantee a large population. Skum are usually sent out as slavers, their brutal nature making them an ill fit with other slaves of the empire; better to put them in a position of power instead. The nature of their creations makes the Skum quiet mutable on a species level and can display mutations similar to that of the Sahuagin. Also, proximity to a manifest zone seems to affect their development as well, but in very unpredictable ways.

Spawn of Kyuss 3.5 Monster Manual pg.186 The greatest creations of the Necromancer known as Kyuss, these monsters can be found in whatever area he has spent any prolonged period. Kyuss supposedly knows the location of each one of these creatures, and though some otherworldly connection can perceive what it does at any given moment Because of this he largely uses them to keep tabs on the Avolakia, who refrain from eating them out of sheer reverence for Kyuss.

Spectre (Specter) 4e Monster Manual pg.244 3.5 Monster Manual pg.232 Spectres can be found within areas where a great catastrophe has occurred, such as conflagrations, floods, and the numerous

military ransackings of the Last War; the most prolific location being the Mournlands. Most spectres begin their existence as normal ghosts, but are

gradually strengthened and warped by the negative, hateful energies that permeate these areas. Visually they bear little to no difference with a normal ghost, a fact that has brought more than one adventurer to its knees.

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Spell Weaver 3.5 Monster Manual pg.187 Though the Spell Weaver's natural habitat is unknown, they can be counted to congregate anywhere there is an

abundance of magical. Multiple theories persist about their origins, from them being natives of Kythri, to some distant cousin of the Illithid or even being an actual native of one of Eberron's moons. Since Spell Weavers are incapable of communicating vocally, and most Psions that attempted to make

telepathic contact described the experience as "Having a really bad toothache in your brain", the only way to find anything about them is through their written language. Samples that have been translated seem to support the theory concerning they’re being from Kythri as well as one of which states they were created by the Daelkyr, a fact that is not surprising considering their insane complexity. The language, much like them, displays a complex depth that rivals most mathematical theories. It consists of anywhere from several thousand to several hundred thousand characters, each of which has multiple meanings as well as grammatical significance. This likely explains why the few notes written by Spell Weavers in common languages are very rambling and completely disjointed. The Spell Weavers are of interest to almost all the institutes of magical learning, mostly due to the chromatic disks they carry. These disks act as potent magical batteries, capable of storing enough magical energy to power a low-level wizard's full daily

complement of spells and requiring no input of energy to recharge. If the secrets behind the creation and operation of these disks are revealed, there is no telling what sort of magical devices could become available, if not commonplace.

Sphinx 4e Monster Manual pg.232 3.5 Monster Manual pg.245 The Sphinx, though a very ancient race, is not in fact a natural one. They were created long ago, by the Dragons to serve as guardians and protectors of their gravesites and memorials. Because of the variety of hands involved in their creation, there are a good number of divergent species that have existed of the centuries. Sadly, as only one form truly has the ability to bear children, most have begun to die out if not complete become extinct. The common species have surprisingly settled down to pretty stable population, and there seems to be no fear of their survival at the moment. It is claimed however that the giants have also took a hand in further augmenting this race in the past, creating even more subspecies. Today many Sphinx have taken to the winds going where they wish, and only a few even remember their original purpose. They tend to reside and lair in the numerous deserts of Eberron, the more secluded the better. An interesting quirk they have displayed involves an almost flighty nature. Though they may reside in one place for a prolonged period of time, it is not unheard of for a Sphinx

Picture shown is a Gynosphinx

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to suddenly without warning travel great distances just to find something intriguing to pique their interest.

Spider Eaters 3.5 Monster Manual pg.234 Spider Eaters are a strange insectile

predator that inhabits the lush rainforests of Xen'drik. There are a handful of different subspecies, but many of them share the same characteristics, so are not worth noting. The Spider Eaters appear to be the creation of the Giants, dating from a time before

the destruction of their empire. It seems that the deeper one delves into the regions of Xen'drik the larger more powerful varieties of Spider Eaters exist. Little is known about them but rumors do exist of a unique breed that has developed in the depths of Khyber. Commonly known as the Phantom Spider Eaters, they are extremely rare and possess strange abilities that are unique and very dangerous. The creature gets its name from its pale blue exoskeleton. Stirge 4e Monster Manual pg.248 3.5 Monster Manual pg.236 The Stirge has been a bane on Eberron since the dawn of time. Commonly referred to as Mosquito Dragons, these creatures are at the very least a nuisance and at their worst a true threat. Found in virtually any climate, they are native to every continent including Frostfell. Like several other creatures, the Stirge is a highly mutable species, commonly

taking on characteristics of any nearby manifestation zones, which in turn has led to numerous subspecies. These offshoots vary widely, from the massive Goliath Stirge of Sarlona, to the filth covered Rajah Stirge of the Demon Wastes each possessing specialized abilities that have allowed it to survive effectively in their environments. The Goliath Stirge of Sarlona is easily the size of a full grown human, almost six feet in height, and is a solitary hunter. It usually confines its hunting choices to lesser prey, such as wild animals, but attacks on humans are not uncommon. Little is known about this Stirge, and the only documented specimen is currently stuffed and in possession of the lord of New Galifar, prominently displayed in his trophy chambers. The Rajah Stirge of the Demon Waste is the largest of its subspecies and is known for its deadly swarms, though more aptly described as flocks because of their immense size. Unlike other Stirge they commonly attack even dead prey, eating whatever liquefied remains have formed from their encounter. The name Rajah Stirge is deceptive however as it bears not relation to the fiends in any way. The title is actually a joke made by orc tribesmen that live within the region. The most unusual breed so far encountered is known as the Wayfinder's Stirge. Both land and sea dwellers, they inhabit the coastal rim of the Frostfell and primarily feed on fish and aquatic mammals. Because they breathe air they spend much of the time on land or within the shallows hunting in large packs. Their “wings” are in flippers and each of their legs end in short ill formed feet, more suitable for swimming than

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walking. Really the most odd in appearance, their coloration, flipper like wings, and large extended proboscis make them bear an uncanny resemblance to penguin.

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T

Tendriculos 3.5 Monster Manual pg.241 The Tendriculous originated in the Eldeen Reaches, created by Unseelie fey who needed something to keep humans and other mortal creatures out of the

Twilight Demesne. The creatures have since spread to wherever they're needed throughout the realms, but an Eldeen-native subspecies has developed from the original strain. These creatures, called “Flowering Reapers", are

numerous but rarely seen as they are able to disguise themselves as a glade of flowers. This camouflage allows them to suddenly lurch up out of the ground when non-fey come within range, revealing the creature's main body, 4 vines, and a mouth capable of swallowing a Warforged Titan whole.

Treant 4e Monster Manual pg.251 3.5 Monster Manual pg.223 Though the first Treants are said to have been inhabitants of Thalenis, it is also believed that many of them actually came into being near manifestation zones as well. Dating from the Age of

Dragons, Treants are secretive lot and tend to keep to themselves. Although many subspecies exist, they all share similar

characteristics. One of the strangest ability is their druidic power to awaken creatures, including plants. Many consider awakened trees to be just another origin of Treants, mostly because they share so many similarities. Oalain, the best-known example of awakened trees, is commonly confused with being a Treant. The truth is, though he is considered the oldest and possibly the most powerful of all the Treants on Eberron, there do exist ones of greater stature. Most make their homes in Thelanis but some exist on Khorvaire as well. These ancient beings usually inhabit the most reclusive forests and areas, rarely communicating with anyone. Eldeen is believed to have the largest population of Treants, but because of their ability to blend in with their surroundings there is little to back this.

Troglodyte 4e Monster Manual pg.252 3.5 Monster Manual pg.246 Troglodytes can be found all across Khorvaire as well as below in the realm of Khyber. They are believed to be the descendants of Lizardfolk who fled the wrath of the Dhakaani and Orc nations. They are renowned hunters and live in tribal like communities, many of which actually band together with local Kobold tribes. The Troglodytes have developed a unique ability to drive off or sicken their prey with a strong musky scent. This ability is very handy, and is one of the few things that has kept them from destruction. Few creatures are even willing to prey on them, only turning to them when other food has been driven out.

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A small tribe of Troglodytes is said to actually hide beneath Sharaat (Sharn), using its tunnels and sewers as a means of travel. These Troglodytes are believed to be descendents of slave stock, and they are one of the most dangerous tribes in Khorvaire. They appear to worship a strange goddess of Disease, Plagues, and Undeath. It is unknown if this is some new religion or some sort of twisted Blood of Vol philosophy.

Tsochar 3.5 Lords of Madness pg.121 An official ecology was written by Keith

Baker and can be viewed at this link.

http://www.wizards.com/default.asp?x�dnd/ebee/20050704a

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V

Vargouille 3.5 Monster Manual pg.254 These creatures are native to many planar realms, including Eberron.

Debates on their origins have continued for centuries, and will probably always remain a mystery. Current theories propose these planar nightmares to be native to Shavarath, where they can be found wandering the

battlefields for wounded victims. However another line of thought has them being the creation of the Dragons, or at least tied to them in some way shape or form. Deep within Khyber they tend to inhabit only regions where powerful beings have been imprisoned for thousands of years. It is believed that the Vargouille actually feeds on the imprisoned life force of such beings, constantly keeping them at a weakened state. They are considered a necessary bane and seem to have unique properties when it comes to imprisonment magic. Spells and rituals for imprisoning or binding creatures using Vargouille components are thought to be more potent then any others.

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W

Wight 4e Monster Manual pg.262 3.5 Monster Manual pg.255 Throughout history death cults have existed usually hiding in the shadows of whatever culture they where spawned from. The ancient death cults of the

Keeper from ancient Sarlona spawned this undead, which are notoriously viscous, evil, and cunning. Although other races can become Wights, the majority of them are birthed from fallen humans. No one is sure exactly how the first Wights where created, but it is

assumed that they are the next step in ghoul "evolution", so to speak. Unlike most undead, many detest the Blood of Vol and other death cults; they prefer to do as they wish without regards to what others think. Wights hold a special place in the fears of men, as it was from them by which the first rose. Today ruins in ancient Sarlona, are said to have some of the most ancient Wights in the world. Riedran ambassadors deny the sheer existence of such ruins, believing there to be no true threat.

Will-o'-Wisp 3.5 Monster Manual pg.255 The Will-o’-Wisp is just one of the many and numerous strange creatures spawned by regions such as the

Mournlands. It is unknown what the exact process was involved in their birth, but many have learned to beware the strange lights that drift through the blight filled land. Will-o'-Wisp are not just restricted to there however as claims of adventurers have them existing in regions such as Khyber. Where ever they are found however, their origins are the same and many believe that it is the mixture of unruly types of both divine and arcane magics that bring them into being, but no real evidence has been found to support this. The only other known location these creatures inhabit on the continent of Khorvaire is the Shadow Marches. The creatures found there however all seem to be nocturnal and are believed to float up from the bottom of underground caverns.

Winter Wolf 3.5 Monster Manual pg.256 The Winter Wolf is strange in that two species are known to exist, but evidence suggests that neither one is truly related to the other. The smaller more common variety of Winter Wolf inhabits the most northern and southern regions of Eberron, excluding the Frostfell. These wolves live in to the natural order of Eberron, hibernating the warmer months, and becoming active in the colder less hospitable times. These wolves are fearsome and capable hunters, usually

killing any prey that comes within their feeding time, and without hesitations. The Frostfell Winter Wolf is a different story, these creatures

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are active year round, and are much larger then the more common variety. To make matters worse these creatures possess more cold oriented capabilities then the common winter wolves. They are some of the most fearsome hunters in all of Eberron, roaming in packs of up to 12 members, each one almost the size of a horse, even the young are the size of a full grown common Winter Wolf. It is further believed they are actually related to worg of that region, adapted to life in the frozen areas to the point where it has begun to take on the nature of the landscape, including possible influence by the areas manifest zone. What little is known of the creature comes from Lord Boroman Ir'Dayne's expedition to Frostfell, as well as the only specimen found outside of the area, which can usually located at the Wayfinder Foundation head office, but does tend to follow Boroman on his travels. The surviving members of Boroman's expedition refuse to talk about the specifics of what happened that would make a Winter Wolf leave it's habitat, the most common rumor is that the creature pledged its loyalty to Boroman after he managed to slay several large specimens by himself.

Worg 4e Monster Manual pg.265 3.5 Monster Manual pg.256 The worg is a mutation of the wolf species, and their kind can be found

across the whole of Eberron. Many breeds of the creatures exist, but the common Worg has developed on every continent. These mutations have

mostly died out, including the Sarlonan

variety. Inspired have actually begun to purchase Khorvaire Worg for the purpose of breeding them as beast of war. In Khorvaire, Worgs were bred by Orcs who used them as hunting dogs, and beast of war, to take down their prey and foes. The three species of Khorvaire Worg, commonly known as the Orc Hound, all come from these hounds, even the now died out Sarlonan Worg was a descendent of this species. The Frostfell Worg is actually a half-breed, it seems that long ago these creatures bred with Blink Dogs that also lived on their continent. This subspecies is actually one of the most dangerous; as it has developed an innate blur ability, a very potent trick in the white landscape of the winterland. In Xen'drik the Mhax'un'rhor Worgs are some of the largest and most dangerous creatures. It seems that the giants of old experimented on them, giving them strange powers, and unlike other Worgs these creatures are covered in hard reptilian scales.

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Y

Yrthak 3.5 Monster Manual pg.262 The Yrthak is a naturally developing species that only inhabits the realm of Xen'drik. The main species is referred to as the Highland Yrthak but there are a few subspecies as well. One other known species is the Lowland Yrthak, which is very small compared to its older cousin. The Lowland or Dwarf Yrthak, inhabits the wild jungles and valleys of Xen'drik and possesses a great ability to maneuver within the canopy of the trees. They are known for the strange patterns of green and black that cover their body, hiding them even in flight from most prey or predators.

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APPEDNIX A Index

A

Abeil · 4 Aboleths · 4, 51, 81 Allip · 4 Anaxim · 5 Angel of Decay · 5 Ankheg · 5, 6 Aranea · 6 Ash Rats · 6, 7 Asperi · 7 Assassin Vine · 7, 8 Athach · 8 Avolakia · 9, 81

B

Banshee · 10, 19 Basilisk · 10, 11, 35 Behir · 11, 12 Beholder · 11 Blaspheme · 12 Blink Dog · 12, 13, 89 Blood Ape · 13 Boggle · 13 Bogun · 14 Bone Naga · 14 Bone Ooze · 15 Brain in a Jar · 15 Braxat · 15, 16 Bulette · 16

C

Carrion Crawler · 17 Catoblepas · 17 Chimera · 18 Chuul · 18, 19 Cloaked Ape · 19 Cloaker · 19 Clockwork Horror · 20 Cockatrice · 20 Corollax · 21 Crimson Death · 21

D

Dark Tentacles · 22

Darkmantle · 22 Deathbringer · 22 Delver · 23 Derro · 23, 29 Desmodu · 24 Destrachan · 24 Digester · 25 Displacer Beast · 25 Doppelganger · 25 Dragon Turtle · 27 Dragonne · 27 Dragons, Gem · 26 Dread Guard · 28 Dryad · 28 Duergar · 28, 29 Durzagon · 29

E

Eagle, Giant · 30 Entropic Reaper · 30 Ettercap · 31 Ettin · 32

F

Famine Spirit · 33 Felldrakes · 33 Fiendwurm · 33 Fihyr · 34 Firbolg · 34 Fire Bat · 34 Flumph · 35 Frost Salamander · 35 Frost Worm · 36

G

Galeb Duhr · 37 Gargoyle · 37 Ghouls · 33, 38 Gibbering Mouther · 38 Girallon · 38 Gnolls & Flinds · 39 Gorgon · 40 Gray Render · 40, 41 Greenvise · 41 Grell · 41 Grick · 41, 42 Griffon · 42, 45 Grimalkin · 42 Grimlock · 43

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H

Hags · 44 Half Farspawn · 44 Half Vampire · 44 Harpy · 44, 45 Hellfire Wyrm · 45 Hippogriff · 45 Hook Horrors · 46 Hydra · 46

I

Illithidae · 48 Immoth · 48 Ixitxachitl · 48

J

Jahi · 49 Jermlaine · 49, 50 Juggernaut · 50 Julajimus · 50

K

Kopru · 51 Kraken · 51 Krenshar · 51, 52 Kuo-toa · 52

L

Lamia · 54 Lammasu · 54 Leechwalker · 54 Living Holocaust · 55 Locathah · 52, 56, 81

M

Manticore · 57 Marrashi · 57 Maug · 58 Medusa · 20, 58 Meenlock · 58, 59 Megalodon · 59 Merfolk · 59 Mimic · 59, 60 Mindflayer · 60 Minotaur · 60, 61 Mohrg · 61, 62

Moonrats · 62 Morkoth · 63 Mudmaw · 63 Mummy · 64 Myconid · 64

N

Naga · 14, 65 Needlefolk · 66 Neogi · 67 Nethersight Mastiff · 67 Nimblewright · 67, 68 Nymph · 68

O

Ogre · 69 Ogre Mage (Oni Mage) · 69 Otyugh · 69 Owl, Giant · 70 Owlbear · 70

P

Pegasus · 71 Phantom Fungus · 72 Phase Spider · 72 Phasm · 73 Pseudodragons · 73 Purple Worm · 73

R

Remorhaz · 74 Revived Fossil · 74 Roc · 74 Roper · 75 Rust Monster · 75

S

Sahaugin · 81 Satyr · 77 Sea Cat · 78 Senmurv · 78, 79 Shadows · 20, 79 Shambling Mound · 79 Shield Guardian · 79, 80 Shocker Lizard · 35, 80 Skum · 81 Spawn of Kyuss · 81 Spectre (Specter) · 81

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Spell Weaver · 82 Sphinx · 82 Spider Eaters · 83 Stirge · 83

T

Tendriculous · 85 Treant · 85 Troglodyte · 85 Tsochar · 86

V

Vargouille · 87

W

Wight · 88 Will-o'-Wisp · 88 Winter Wolf · 43, 88 Worg · 89

Y

Yrthak · 90

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APPENDIX B Credits Dragonlover – Abeil, Boggle, Bogun, Bone Naga, Braxat, Cloaked Ape, Crimson Death, Deathbringer, Famine Spirit, Fiendwurm, Fihyr, Fomorian, Hellfire Wyrms, Jahi, Jermlaine, Juggernaut, Kopru, Krenshar, Nethersight Mastiff DragoonDarkfire – Angel of Decay, Blaspheme, Brain in a Jar, Entropic Reaper, Half-Farspawn, Half-Vampire, Illithidae Flamedrake – Assassin Vine (Giant Strangler) Lord Yy – Anaxim, Avolakia, Boggle, Bone Ooze, Darktentacles, Famine Spirit, Grimalkin, Grizzly Mastadon, Jermlaine, Leechwalker, Maug, Megalodan, Moonrats, Myconid, Needlefolk, Nimblewright, Nymph, Spawn of Kryuss, Spectre, Spell Weaver, Tendriculous, Winter Wolf Mephit James – Hook Horrors, Ixitxachitl, Jermlaine, Julalimus, Leechwalker Rechan – Aranea, Blink Dog, Chimera, Cockatrice, Dryad, Mohrg Ront Iron-Roar – Living Holocaust SSj3goblin – Senmurv Twelvedrunkenmonkeyz – Allip, Ankheg, Aranea, Ash Rats, Asperi, Assassin Vine, Athach, Automotons, Avolakia, Banshee, Basilisk, Behir,

Blood Ape, Blink Dog, Bogun, Braxat, Bulette, Catoblepas, Carrion Crawler, Chimera, Chuul, Cloaked Ape, Cloaker, Clockwork Horror, Cockatrice, Corollax, Darkmantle, Deathbringer, Delver Derro, Desmondo, Destrachan, Digester, Displacer Beast, Doppelganger (Ethereal), Dragon (Gem), Dragon Turtle, Dragonne, Dread Guard, Dryad, Duegar, Eagle (Giant), Durzagon, Ethereal, Ettercap, Ettin, Fell Drakes, Filcher, Firbolg, Fire Bat, Fomorian, Frost Salamander, Frostworm, Galeb Dur, Gargoyle, Ghouls & Ghasts, Gibbering Mouther, Girallon, Gnolls & Fiends, Gorgon, Gray Render, Greenvise, Grick, Griffon, Grimlock, Grizzly Mastodon, Hags, Harpys, Hellfire Wyrm, Hippogriff, Hook Horror, Hydra, Immoth, Jahi, Kraken, Krenshar, Kua-Toa, Lamia, Lammasu, Linnorm, Locathah, Manticore, Marrash, Meenlock, Merfolk, Mimic, Minotaur, Mohrg, Morkoth, Mud Maw, Mummy, Naga, Needlefolk, Ogre, Ogre Mage, Otyugh, Owl (Giant), Owlbear, Pegasus, Phantom Fungus, Phase Spider, Phasm, Pseudodragons, Purple Worm, Remorhaz, Roc, Roper, Rust Monster, Sahuagin, Satyr, Seacat, Shadows, Shambling Mound, Shield Guardian, Shocker Lizard, Skum, Sphinx, Spider Eaters, Strige, Treant, Troglodyte, Vargouille, Wight, Will-o’-Wisp, Winter Wolf, Worg, Yrthak Warforged Goblin –Marrishi, Nimblewright Dulsi - Flumph