In today’s Eberron Campaign Guide preview, we take a look at the Mournland as well as meet several of the monsters of the Eberron -- the foulspawn!
Where the great nation of Cyre once proudly stood now lies a land blasted by supernatural catastrophe. Like a festering wound, the Mournland divides the continent of Khorvaire in half. Dead-gray mist defines its borders, and within those borders the wounds of the Last War do not heal. Thousands of soldiers lie as if they had died mere moments ago on what were once the battlefields of battered Cyre. The dead, or their spirits, sometimes rise to continue fighting the war. Rampant arcane energy has mutated the monsters that live and hunt here. Those same arcane forces shape unnatural weather and deadly terrain, and sometimes take on a semblance of life itself.
Lore of the Mournland
Arcana DC 20: The secrets of the Mourning, the event that created the Mournland, might wait below the Cyran city of Making, the ruins of its capital Metrol, or within the Glowing Chasm. All three are rumored to have been among the first sites where the effects of the Mourning appeared. Principal among the Mourning’s weird behavior is its utter consumption of Cyre alone.
Streetwise DC 15: House Cannith had its headquarters in Eston on the western edge of Cyre. Its baron died in the Mourning. The house then split into the three factions that exist today. House Phiarlan was also based in Cyre, in the city of Making, but its baron was absent on the Day of Mourning. This "coincidence" has not gone unnoticed by conspiracy theorists.
Some of Eberron's most nightmarish and repulsive monsters were crafted by the daelkyr. As the lords of Xoriat invaded Eberron, they twisted and corrupted the races they conquered, shaping them into forms more pleasing to their maddened eyes. Of these, perhaps the most infamous are the twisted corruptions known as foulspawn. These terrors prefer to work with one another, but sometimes serve as leaders of lesser aberrations, or as soldiers serving more potent masters such as mind flayers.
Dolgaunts are grim, emaciated humanoids with disease-hued flesh. Their eye sockets gape, open and empty, above a mouth with a protruding, wormlike tongue. Writhing cilia cover their bodies, with longer tendrils around their heads; two wiry tentacles protrude from their bare shoulders.
Level 8 Controller
Medium aberrant humanoid (blind)
Initiative +9 Senses Perception +7; blindsight 20
HP 86; Bloodied 43
AC 22; Fortitude 20, Reflex 21, Will 20
Reach 2; +13 vs. AC; 2d4 + 5 damage, and the target is grabbed. The dolgaunt monk can’t grab more than two creatures at once; see also clutch of death.
+13 vs. AC; 2d6 + 5 damage.
Targets a creature grabbed by the dolgaunt monk; +12 vs. Fortitude; the monk slides the target 2 squares.
Clutch of Death
A dolgaunt monk can grab with up to two tentacles at a time. While grabbing an enemy, it can act normally, but it can’t use that tentacle for another attack. Enemies can attack the tentacle. An attack that hits the tentacle doesn’t harm the dolgaunt monk, but it causes the tentacle to release the grab. The tentacle’s defenses are the same as those of the dolgaunt monk.
A target that begins its turn grabbed by the dolgaunt monk takes 10 necrotic damage, and the dolgaunt monk gains 10 temporary hit points.
Languages Deep Speech, Goblin
Skills Acrobatics +14, Stealth +14
Str 17 (+7)
Dex 20 (+9)
Wis 17 (+7)
Con 14 (+6)
Int 11 (+4)
Cha 12 (+5)
Possibly the strangest of the foulspawn, dolgrims are squat, deformed things. Their skin is covered in a variety of corpse-white tattoos, and they wear armor made of ragged leather. A dolgrim’s dwarfish body boasts four arms and a pair of twisted mouths that gibber and slather at the front of its headless torso. The mouths have been known, on occasion, to carry on demented conversations and arguments with one another. Despite what this behavior might imply, a dolgrim has only a single sadistic, bloodthirsty, and brutal personality.
A hulking humanoid with glistening pink flesh and arms that droop to its knees, a dolgarr resembles an ape with its skin turned inside out. Watery mucus drains from a dolgarr’s recessed naval cavity into the corners of its mouth, which gapes open to reveal ridges of teeth that look like jagged fingernails.
Belashyrra, the Lord of Eyes
They are the lords of Xoriat, a realm so utterly alien that mortal minds can’t survive even the briefest exposure. In ages past, they came to Eberron from the Realm of Madness and shaped the world to their whims. At their touch, life becomes corrupt, dreams become nightmares, and reality warp, its laws and patterns forgotten.
They are the daelkyr, and though the doors to Xoriat have long since been sealed, a few remained behind. Although they are trapped in the dark corridors of Khyber by the magic of the Gatekeepers, their influence reaches into the light of day.
Legend has it that six daelkyr yet walk in Khyber, although this number is impossible to confirm. Each of them is immortal, each schemes endlessly, and each is possessed of nigh-godlike power. Perhaps the most infamous and active of them, although not necessarily the greatest, is foul Belashyrra, the Lord of Eyes.
From his Citadel of Lidless Eyes, Belashyrra is said to be able to see through the eyes of any living being. He touches the dreams of cultists who pray in his name and commands foulspawn, mind flayers, aboleths, and, of course, his personal and favorite creation, beholders.
And what does he want? To what purpose does he send arcane knowledge to his cultists and burning ambitions to his aberrant soldiers? As far as any mortal mind can comprehend, Belashyrra sees himself as an artist, and all of Eberron and its people as his canvas. When Belashyrra is done, all the world will be a testament to his talents and beautiful to his eyes alone—and those eyes will be everywhere, so that he might look upon his entire work and smile.
Like most daelkyr, Belashyrra appears in the form of a male human. Yet he wears his human features like a mask, his expressions failing utterly to match the emotional content of his words and body language. When any creature looks into Belashyrra's face, its own eyes stare back at it.