Dreaming Dark Infiltrator
Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those enemies.
Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those enemies.
It was a thin, stoop-shouldered man not much under six feet tall... His age was perhaps thirty-five, but the odd, deep creases in the sides of his neck made him seem older when one did not study his dull, expressionless face. He had a narrow head, bulging, watery blue eyes that seemed never to wink, a flat nose, a receding forehead and chin, and singularly undeveloped ears. His long, thick lip…
Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion. Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind…
Other urdefhans scorn the death scouts’ stealthy methods, but none can argue with their results. Urdefhans Translucent-skinned scourges of the Darklands, urdefhans are born with certainty that they are the true foot soldiers of the world’s end. Their enclaves are terrifying abattoirs filled with gruesome trophies, training grounds, and blood sports.
Ankylier Karls are the lowest members of Ankylier society, fulfilling menial tasks and hard labour. Karls are not generally treated with much respect, but are paid appropriately for their efforts by their Ankylier bosses. This allows for wealth to not necessarily be a reflection of social status within Ankylier society. Through an exceptional work ethic or extensive experience, Karls will be…
Kindred Feat (Prerequisite: Kindred Class) The sun’s light doesn’t harm you as badly as it does other Kindred. You gain the following benefits. Dhampir’s Boon. When you take damage from sunlight, reduce the damage taken by 2. Endure Radiance. As a Bonus Action, you can expend 1 Blood Point to remove your Vulnerability to Radiant damage for 1 minute. Wake with Evening’s Freshness. When you start a…
Slaad lords create death slaadi by infusing gray slaadi with a portion of their chaotic energy. When groups of slaadi act deliberately, death slaadi are often behind their designs. Slaadi Unpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren’t…
Weapon (club), uncommon (requires attunement) A creation of the daelkyr, this weapon is formed from muscle and bone. It may moan, growl, or wail, and it twists in your grip if it doesn’t like you. If any creature attempts to wield this weapon while not attuned to it, it has Disadvantage on attack rolls made using the weapon. Additionally, if you are attuned to this weapon when another creature…
Ice mephits have bodies made of frigid air and frozen water. They delight in freezing things and dropping ice into peoples’ clothes. Mephits Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences,…
This supplement includes the tools you need to play Dungeons & Dragons adventures set in ancient Netheril, a long-fallen empire in the Forgotten Realms. Monster stat blocks referenced appear in the Monster Manual or appendix B. This introduction gives an overview of ancient Netheril and its history. Although this introduction is suitable for all players’ eyes, the remainder of this supplement is…
Wondrous Item, common This iron token is inlaid with a sliver of a Siberys dragonshard. Most are worn as brooches, but others take the form of coins or keys. While an Uul’kur is a Common magic item, the secret of their creation is known only to the chot’uul monks of the Heirs of Dhakaan, and they are largely unknown in the Five Nations. When you sleep with an Uul’kur on your person, you remain…
Nicrone Dendallen is a human Wizard whose passion for self-improvement has become an obsession, focused on removing the inherent limits of his own mortality. His focus on gaining power through sacrifice at any cost attracts dedicated sycophants. Their beliefs make them eager to recklessly endanger their lives for the chance to earn powerful rewards from his hand. Dedicated and tenacious followers…
You touch a corpse and leave a magical mark. You can choose to make it a visible mark that appears as a rune or word written on the flesh, or you can choose to make the mark Invisible. A creature that takes the Study action to specifically examine a corpse automatically detects it, whether visible or Invisible. Available For: Bard (Legacy), Sorcerer (Legacy), Warlock (Legacy), Wizard (Legacy),…
The Syndicate's most skilled assassins concoct specialized compounds for each mission. They can make their target spasm in pain, suffocate in silence, or simply fall unconscious, allowing the agent to wisk them away or stage the murder as desired. Their smoke bombs help them escape or turn an unexpected fight in their favour.
Because morlocks are descended from distant human ancestors, fleshwarping a morlock usually produces a grothlut. Skilled fleshwarpers, however, can tease out a morlock’s genetic differences to make an entirely different creature called a dreshkan. Creating a dreshkan involves replacing the morlock’s bones with a metal skeleton. This new skeleton is often heavily augmented, such as with…
Intimidating and powerful, bruisers lead Daask operations when more violent and decisive shows of force are needed. These enforcers relish the brutality of their work.
This monster is part of the Eberron: Forge of the Artificer. You can unlock it by purchasing the book in our marketplace.