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INTRODUCTION

 This book is a compilation of information originally posted on the Wizards of the CoastEberron 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 changesthat 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 authorsare 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 A NAXIM ........................... 5 A NGEL OF DECAY............ 5 A NKHEG........................... 5 ARANEA ........................... 6 ASH R ATS ........................ 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 E NTROPIC R EAPER .........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 G NOLLS & FLINDS.........39 GORGON......................... 40 GRAY R ENDER ...............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 

K OPRU............................51 K RAKEN .........................51 K RENSHAR .....................51 K UO-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 (O NI 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 

R EMORHAZ ....................74 R EVIVED FOSSIL ............74 

R OC ................................74 R OPER ............................75 R UST 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 K YUSS ..........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 

I NDEX  ........................ 91 

APPENDIX B ...................94 

CREDITS ......................... 94 

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 Abeil3.5 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 insectsthat previously were nothing more than mere nuisances.

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

 in check by the mutable time and geography of the land.

 Though they have accepted their newexistence, 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 sporadicallyacross Eberron, the greatestnumber 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 statedthat in the "Rehabilitation Camp" where he was held their were many of these creatures roaming the lower levels. Whenasked for comment, the Inspired lords hadnothing 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 deepwithin the jungles of 

Xen'Drik, in thelargest 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, dated398 YK or 600 years ago, he found "A

giant, two-headed, thinking thing" deepwithin 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 entitiesthat 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 devicesagainst unlucky humanoids, the creature’s mere presence would causetheir target to decay to dry bone almost instantly.

 When the Raja's were imprisoned, mostangels were banished into Khyber and are rarely heard from. Recently however Erandis d'Vol has taken an interest inthese 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 believedto be too much for their biology. In Khorvaire they are found within the Talenta Plains and considered a greatscourge by the halflings. The Talenta Ankheg is renowned as a dangerous beast, but more often then not itscavenges its food from the larger 

 predators that roam the plains. It isnotorious for killing and devouring livestock and most times, halflings will move camp when Ankhegs appear as theyare 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 groundduring 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 upto 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 theChromatic Ankheg, It inhabits the plains east of the Great Barrier  mountain chain, measuring up to thirty feet long and feasts on anything they areable 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 lifeto fuel their evil powers, turning the it into a blighted desert. Foul magic used, pervasive as it was, left interesting sideeffects on the things that had survived

the devastation. One such case is the Aranea.

 As the vibrant forests of the Wastes driedup monstrousspiders 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 generationafter another was exposed to this new mystical force, causing the spiders to

evolve and change until they gained anew sentience. Once this new self-awareness had taken hold, they lookedaround Khyber with distain, longing for the world above. Soon after theyemerged 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 breedingand 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 Araneanot 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 spottedas far as Sarlona, though many of those from have long been tossed to the four  winds by the Inspired, and now inhabitthe 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 asa 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, whenthe War of the Mark ended, the House Vadalis member  created a pack of these creatures to spook the house Cannith student, who was deathlyafraid of rats. After a few years of experimenting, with both success and failure, he put his plan inaction, placing the rats in a forge wherethe Cannith student was working. Thestudent noticed the smoke billowing inside the room and panicked to fix the problem. When he eventually noticedthat a dozen or so rats where the source of the problem, he fled the room like, well,a rat deserting a sinking ship. Sincethat day Ash Rats have multiplied atamazing rates.

 House Vadalis still breeds the creatures,

 offering them as pets or what have you for about 20 gp each. They also offer asmall fee to capture and remove wild Ash  Rats, doing their best to keep control of the market. Today it is a ritual amongthe forge workers of House Cannith, for  friends to give each other a pet Ash Rat. They are also presented to individualsduring 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 beforethe Last War. It is rumored that House Vadalis learned the secret to breedingthese 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 creaturesthat 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 aquest 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 onthe 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, chokingtheir target.

 A particularly deadly version, known asthe Giant Strangler, has been noted to be of immense size and is coated in a very strong contact poison. The plantuses this debilitating poison to incapacitate victims before stranglingthem.

 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 transformthe giants of that region. The reason for this known only to them. Lending credence to this

 idea, the Athach are verysimilar in mindand attitude to

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

 An adventurer’s journal was recoveredsome 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 thetwo 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 atthe Athachs, calling them "Tainted Ones" in the giant tongue.

 Lord Ashborn, an exiled fire giant, gavean audience with the researcher who haddiscovered the journal. During this time, he recounted a legend, which told howthe Athach were mostly unknown to the giants until some 3000 years ago, whenthey 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 andthat, in his words, “it could be just the ramblings of their superstitious mindsat 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 adifferent type of creation. Instead of solid constructs, he envisioned a series of  clockwork gears

and mechanisms, which he wouldthen animate with shadow magic. The invention wasa success, and theautomaton 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 thedevelopment 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 stillused 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 modelsare the Shoveler, and the Loader. The Shoveler is known for its four arms, each  one ending in a sharp adamantineshovel. It is also one of the larger automatons, used to clear out excessiveamounts 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 inappearance. The Loaders come in twosizes, the more common Mini-Loader, which is used inside of mines and other 

areas where dirt needs to be carried outand the massive Goliath.

 The Goliath Loader is the size of an ogreand is used to haul large amounts of soil,transporting minerals from the mines to processing locations. Unlike the other automatons the Loaders are completelydefenseless, and the Goliath Loader never  leaves without an small contingent of  guards to protect it’s cargo.

 Avolakia3.5 Monster Manual II pg.28

 The Avolakia is one of the strangestaberration to exist, and are extremely rare. Given the appearance of these creatures, one would think that they're

the creation of the Daelkyr, or perhapsnatives 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 theanimosity of Illithids everywhere. For the last one hundred and fifty years, these creatures have been secretly bred by priests of the Blood Of Vol, unbeknownstto any of their followers. They where originally created as a tool in anattempt 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 communitiesare mostly populated by humanoid followers, who where placed there to helpthe 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 asErandis 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 involvetheir natural ability to turn corpses intoundead.

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 Banshee (Wailing Ghost)4e Monster Manual pg.1173.5 Monster Manual II   pg.30 

 The Banshee is a rare and deadly sprit, born from tragedy and destined to anexistence of wraith filled vengeance. Though known to inhabit varied locations, mostly the result of someunique horrific event or circumstance, the

 greatest concentration of these spiritsexist mainly in two separate locations in Eberron.

 Found near ancient ruins of giant civilizations, the banshees of Xendrix owe their existenceto the devastation wrought during the Quori conflict and

then later by the hands of thedragons. The mostdangerous of theseare the once giants

that died during the cataclysm thatshook the foundation of their continent. These banshee are usually of great sizeand 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 onthe Day of Mourning, these banshee are

not a single entity, but the blending of several spirits who lost their lives onthat 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 everyaction it takes. Encountering these creatures can be unsettling to say the least as they are able to sometimesdisguise their true nature till there is no hope of avoiding their wraith.

 Basilisk 

4e Monster Manual pg.263.5 Monster Manual pg.23

Commonly found in Droaam and withinthe Blade Desert, the Basilisk is a native creature to Khorvaire and Xen'drik, andeven 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 gnollusually take great steps to avoid such them.

 Another common variety is the Khyber  Basilisk, which many believe could be the

 originating species. It is seenthroughout the deep realm, but onlyappears above ground in the areas of  Droaam. There they are frequently usedas guard animals and usually fitted with special helmets that cover their  face, so that normal beings have nothingto fear. These Basilisk are not much different from the Scimitar Basilisk but

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do not seem to grow to the large sizethat there desert cousins can achieve.

 The most unusual of the species is theamphibious type found to most commonly inhabit marsh filled lands of 

the Shadow Marches. Though similar inappearance to a normal basilisk, its

aquatic environment has given it strange physiological changesthat make it trulyunique. One of thesmallest varieties of  basilisk, its bodyappears to be morestreamlined then any

 other. Its six legs have actually evolved into flippers and its head has taken on adecidedly more crocodilian shape. Its tailextends into a fluke like shape with  which the basilisk uses to help propel itself through the water at surprisingspeeds. It lives only in deep swamps andnever comes on to land, except to layeggs

 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 arethe most powerful and dangerous varietythat exist, and in some ways seeminglythe most diverse offshoot of the basilisk  line. The creature has a more developedset of jaws and can grow betweentwelve and fifteen feet in length. The most startling revelation is the theory

that they may possesses intelligencesurpassing 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 theexperience is quite renowned on the continent and is considered to beabruptly 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 changedthis opinion. During one of his manyexplorations deep into the Demon Wastes, Marl was taken in by anancient Behir who had helped him escapethe clutches of a pack of savage barbarians. It was from this behir that he reportedly learned thesecret origin of their species on Eberron.

 From the recounting, the behir are in fact the children of the blood of  Syberis, much like thedragons, evolving from the deluge as it rained down upon the land during the

time of creation. Their connection toEberron was deeper, however, than their draconic brothers, inspiring them to become guardians of the landsthemselves, if not the creatures thatdwelled upon them. During the manyancient conflicts between the Dragonsand the fiends, the Behir stayed mostlyneutral, 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 attentiontowards Behir lands . Once this happened the Behir and Dragons fought

side by side, though many Dragonstreated 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 isolationistspecies, tending to shy away from other 

 races. Preferring the simple life, theytend to settle in more wildenvironments, as opposed to the more populated centers around the world. Similar to dragons in both mannerismsand 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, probablydue 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 seenabove 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 arethe 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 foundeither 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 Dog3.5 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 totheir own devices, however  it is still consider ed a milestone in a scout’s

 capabilities when theysneak up on a blink dogand touch it before it candisappear.

 House Vandalis reportedly runs the only Blink Dog kennel, using them for both  hunting and breeding purposes. A  properly trained hunting dog can use itsteleportation abilities to truly confuse most types of wild species. Breeding with normal dogs is done to transfer the

apparent instinctual hatred of displacersto lesser canines, allowing for moreaffordable, but highly effective guarddogs 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 thesnowstorms that rage across the continent.

 Another species of Blink Dog, native to Sarlona, has been fully domesticatedsince the rise of Riedra. Unlike the common species of Khovaire these houndsare psionic in nature, possessing certainnatural abilities that aid in detecting intrusion. Used as guard animals, theyappear to be of a slightly larger sizeslightly 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 Orcsthat follow the druidic traditions. It is considered a great dishonor among themto 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

 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 totheir 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 naturallyshy, 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 adaelkyr prison. Overspill from a Husk of  Infinite Worlds is what they say causedthe corruption of the halflings into the formthey hold today. In truth,though the daelkyr are the reason, their actual originstretches back to the last invasion, and concerns a group of gnomes, not

 Halflings, that fell intothe clutches of a beingnamed Yynemmegh. After  continual experimentation, the daelkyr  was simply unable to make a decent combatant out of the gnomes, eventually giving up in frustration and releasingthe 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 theftand abilities to harangue pursuers henceavoiding capture, makes them widely considered an annoyance to the lawenforcement 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, andthat 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 leadanyone there. The creatures seem to havea sort of rivalry with Ethereal Filchers,the two entering into "wars of acquisition" marked by rashes of pettythefts if one seeks to make a home in theterritory of the other.

 Bored, or perhaps mentally unstable,scholars who make studies of theanatomy 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 theoriesthat the two may have been created bythe same Daelkyr. No one has yet to takesuch theories seriously.

 Bogun

 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 andneglected, he returned home to the deep

 woods where he had grown up. Soonafter returning he was visited with an inspiring dream. In it, Eberron herself spoke to him, departing with him a wayto show others that the art he learned can be true to the druidic faith. After  consulting with his friends, and being astrong believer in the druidic faith, he setabout 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 howtrue to the faith thisnew innovations could be. Oalian was amazedand saw the invention was indeed a part of the natural order, and not anabhorrent 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 bogunsto honor him.

 The Greensingers, though supportive, instead believe it was not Eberron, but in fact representatives of the fey thattaught Saal the methods to create the bogun, but they have little proof of this.

 Bone Naga

4e  Monster Manul pg.1943.5 Monster Manul II pg.35

 Bone Naga are undead creations of thespecies called the Dark Naga. If during a conflict, a dark naga kills a guardiannaga as either ritual or sport itsometimes raisesthe enemy as a creature of boneunder its control. If the guardian was a truly hated foe, one of thedark’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 Ooze3.5 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 thatthese things are relatedto Bonedrinkers in

some way, since a largeamount of those thatexist were originally created from Dhakaani goblinoids thatunderwent 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 becomingthe basis of an ooze. Due to the danger 

that the creature presents to anadventuring party, it would appear that only warforged are capable of gettinganywhere near one without immensedanger.

 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 andscan the minds of captured thralls thatdie of natural causes. Someeven 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 braxatsseem to be most common wandering thedesert wastelands of Sarlona. These creatures are highly violent and have little to do with others, even their own kind and are believed to bethe 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 anarea inhabited by giants, or  will actually band together  with rivals to eliminate them. Whatever the cause, this violent nature hasthankfully 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 indeath 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 creationsquarely at the feet of the illithids.

 In truth, there are an untold number of subspecies and many mutant versionsthat appear to exist, particularly on the continent of Xen'drik. Here, the creature’s type seems to vary so widelythat 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.383.5 Monster Manual pg.30

 The massive predator known as the bulette seems to have been here as longas 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 holdany sort of territory for a prolonged period of time. Wherever food can be found in great abundance a male willstay 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 andsouthern Karnnath near the borders of oldCyre. King Borenal is noted for killingthe largest known member of the speciesto date, it’s head mounted above histhrone. 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 buteven to those closest to him, it is considered idle bragging.

 The karnnathi bulette is somewhatdifferent from others. It is said thatsince they tend to feed on zombie andskeleton soldiers, the necromantic magic in the undead’s creation has tainted the indigenous bulette.

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Carrion Crawler 4e Monster Manual pg.403.5 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 aCarrion Crawler was discovered in anancient document uncovered on the continent of Xen'drik. The document wasthe account of a giant overseer by the

name of Dulgan, who stumbled over some large worm- like creatures inthe depths of a cavern where he had left his elvenslaves. The giant was shocked to find that all his

slaves had been, or  were in the process of being, devoured bythe 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 reportedthe situation to the rulers of his province, expecting some sort of  compensation for his loss of slaves. Theaccount ends there, though separateevidence 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 inanyway is currently unknown.

 Many varieties of the crawler seem toexist throughout Eberron, though mostare of a similar nature and design. Anexception 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 uniqueaspect of their spines is their ability to

 launch them at prey at a great distanceand 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. Likeso many artificial species they spawnnumerous mutations and strange breeds,usually caused by the manifest zonesthey 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 madethat within Khyber the Catoblepasthrive, living off of fungal forests and lichen.

 The strangest of the breeds is asubspecies of the smaller Khyber type, known as the Hytoblepas. The mostnoticeable 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 anunsubstantiated belief, proposed by asmall group of scholars, that the hytoblepas was spawned from theunlikely crossbreeding of normal catoblepas and hydras. This theory holdsno 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.413.5 Monster Manual pg.34

Chimera are wildly believed to be an oldspecies that harkens back to a timeduring the great war between dragonand 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 dragonsset about to destroy every last one so the monstrosity couldn’t spread its filth upon dragon soil. At the end, in a grandand magnanimous gesture, they instead relocated them to other parts of Eberron, for who is of greater blame, theabomination or its creator.

 Though an impressive

story, thetruth is far  moredisturbing. The Chimera

actually harkens back to the time before Dragons had gained their full sentience. They were the result of near-feraldragons that, finding no draconic mate when breeding season came, took to interbreeding with animals. Once thedragons gained their full mental state,

they saw the bastardized results of their  indiscretion and learned the value of  being more selective with their breedingas 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 hadan impressive array of the species as well, but since their inception, whenever 

a non-dragon society begins to grow tothe point where they could discover the correlation between dragon and chimera,a campaign of genocide is begun toeradicate the abomination from theemerging area. All in an attempt to hide their dirty little secret from the lesser mortals. Eradication is not asimple business however nor is it ever absolute, so the occasional chimera canappear almost anywhere in Eberron.

 Legends as well are a hard thing to killand 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 massiveChimera to guard its dark gates. The chimera eviscerate all who come near,save those who bear “the mark.” Wherethis fortress is, or what mark is beingspoken of is still a mystery.

Chuul

4e Monster Manual pg.433.5 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 indigenousspecies. They did however serve as

 minions to the Daelkyr during their war against the orcs. Today the Chuul seemto show no signs of allegiance andappear to care little for the Lords of  Madness. Instead they live a wild and chaotic existence roaming the seassouth of Khorvaire.

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Chuul are found mainly near Shargon's Teeth, where some have attempted to live among the Sauhgin, settingthemselves 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 areshowing some concern, as it seems the chuul are expanding to new seas and lands every year, claiming more and moreterritory.

Cloaked Ape

3.5 Monster Manual II pg.46

 The Cloaked Ape is a rare breed of apethat 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 BansheeCloaked Ape of Aerenal is one of the strangest of the breeds. It has innate abilities thatallow it to evade predators, and it huntsusing a sonicscreeching attack thatstuns its prey.

 The Giant Cloaked Ape of Xen'drik is the largest of the subspecies, greater in sizethen 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.363.5 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 surprisethat an array of myths have sprung upto 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, werenot 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 didnot take anactive hand inthe 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 thatthere is actually a subspecies of cloaker  known as the Shadowcloak Elder. Hesays that the power and abilities of this cloaker overlord is verifiable proof thatthey are tied to the realm of darkness,

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adding more evidence to them beingspawns of Khyber. He further suggeststhat there are rumors of some sort of society being formed within the Plane of  Shadows and deep within Khyber bythese creatures, but for what purpose is

 currently unknown.

Clockwork Horror 

3.5 Monster Manual II pg.47

 One of the greatest achievements theancient giants were known for were theadvances 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 haddiscovered a great ruin wherethese automated beasts still functioned, bound to their original purpose. The constructs constantly mined out ore fromaround the ruins, and paid no mind atall to the intruding adventurers. That was, until they attempted to inspectdeeper with city. To their utter amazement the creatures acted inunison, moving with precision and

single-minded efficiency. Had it not been for sheer luck, and the discoveringthat the creatures could not follow pasta certain point, the tale would of ended before it began.

 Though they found out little about howthe creatures were created, they diddiscover that the giants were responsible

 for their manufacture. Study of thesurrounding area also revealed evidencethat 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 guardsagainst 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 offshootdeveloped by the giants themselves, hencethe increase in their size. They were believed to be used in the great war as atype of shock troop, wading into theenemy’s ranks and turning them to

stone. Unlike many Cockatricethis particular  variety seems to

 be very colorfuland vibrant,especially for the

 male. It has beautiful gold, silver, and copper colored feathers. Its tailduplicates this same scintillating plumage.

 The other two varieties are more closely

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 related. The first, commonly known asthe Keeper’s Bird, is found in greatestnumbers 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 wentto 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 migrateto northeastXen'drik and

southwestern Khorvaire. These birds are highly prized for their beautifulappearance and singing, Q'barra actuallyselling 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, isunderstood by the more informed to be

 made up of many separate factions with different purposes. One such cult is responsible for the undead creatures calledCrimson Death. Specifically designed toabduct sacrificial victims without anydanger to the more mortal cult members,

they served their purpose quite well. That was until the destruction of thissect of the cult by forces unknown. With a lack of leadership, the crimson death arenow left to roam the Marches, abductingand killing any they please.

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 Darkmantle3.5 Monster Manual pg.38

 This strange creature makes it’s home in only one place, deep within the earth inthe realm of Khyber. Though usually found in the upper reaches, it is notunusual to find a Darkmantle laying it wait at the varies openings andentrances to the deep realm.

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

 breeds, this species camouflages itself ina 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 unluckyto walk beneath it. Another uniqueadaptation is a self defense mechanismdevolved in case of it taking on prey it can’t handle. The nautilus can emit from its pores a black vapor that quickly fillsthe areas around it. The vapor is highlyacidic 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 isnot far from the truth, but with a slightdifference 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 originspecies came under the prevue of  Belashyyra, legendary creator of another  fearsome beast, the beholder. From this interaction they were changed forever tothe creatures of modern day.

 Few of the originalspecies have ever beenseen, save for a tiny few specimens that have washed up fromthe marsh, though these samples were badly damaged fromadvanceddecomposition. The only true differencesthat could be discerned from thesedecayed forms consisted of a lack of  features on their large tentacle. The onlytelling mark was what seemed to be the remains of a single eye, several inches

 from the tentacles tip. The tentaclesthemselves seemed to be covered in somesort 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, deathbringersare 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 ontheir masters creating even more havocand destruction. Some even theorize thatthis 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 areextremely rare, as many of them weredestroyed 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 haveuncovered thetechniques for spawning adeathbringer, andusing 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. Thesecond is Count Vedim ir’Omik, of the Karrnathi court. Always looking for a more secure border, these deathnights areto used as shock troops to secure anyuprisings and incursions into the lands.

 Delver 

3.5 Monster Manual pg.39

 Seemingly more legend than fact, only one of these creatures has ever beendocumented, and even those records cannot be confirmed. The report claimsthat 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 weretransformed into this mythic creature.Even today the creatures are usually

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

 fearsome is how dangerous their  burrowing ability can be. In fact, one could consider them a type of naturaldisaster with their proclivity to createsinkholes that can cause the collapsedwellings 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 psychoticseparate species.

 Found deep beneath the surface in the realm of Noldrun, thederro, whose name means "Mad Blood",seem to live in smallsocietal 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 inthe 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 andunspeakable horrors. Another rumor hassurfaced stating that the denizens of  Noldrun are not the only type to existand there are in fact others who,neglecting to make the journey to

 Khorvaire, thrive beneath both Xendrixand 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 knowledgethere theorizes that they are related to

the more common Nycter of Argonessen,and that both seem toshare similar culturaltraits to the Seren. The Desmodu, like the

 others, are dragon worshippers and live in a tribal societythough because of their traditions they are a much more warlike

 community. Many claim that they wereassigned the task of protection the borders of Argonessen by the dragonsthemselves, 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 guardancient ruins beneath Argonessen’ssurface.

 The only peaceful contact with a Desmodu was made by a youngadventurer 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 turneddown, as the Joda had no interest in anycter mate. Surprisingly not slighted,this reaction somehow further enhanced

the relationship between him and thistribe, 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 benothing more than idle bragging on the

 part of a fame-seeking adventurer.

 Destrachan

4e Monster Manual pg.593.5 Monster Manual pg.49

 It is unknown whether these beasts werespawned 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 darknessand are usually solitary creatures,though it is believed that many of themare still held by the shattered armies of the Daelkyr.

 Destrachan are dangerous and powerful creatures, and many varieties exist. Onesuch variation was captured, in the Demon Wastes, by a Templar of the

 Silver Flame. The creature seemed to have been twisted bythe delving landscapethere, and this has ledto the belief that maybe Destrachanstrue origins are boundto not just the Daelkyr, but to those of  Khyber itself. Whichever the origin, twothings 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 beendiscovered aboutthese creatures,their offensive capabilities usuallynegating the idea of survivors. One

thing that has been discovered concernstheir living habits. Apparently theynever live in groups of more then 6 creatures, and usually only the largest ones are solitary in nature.

 Displacer Beast

4e Monster Manual pg.703.5 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 totheir hunting grounds where their 

numbers are greatest. In many places the creature has been hunted to extinction, pushing those whosurvive 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 areslightly 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 then2 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 magicalabilities that other Displacer Beasts donot 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 beingthe only male of the pack. It is unknown why this breed only produces males thatdiffer 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 corespecies that resided in Sarlona many yearsago. During that timethey thrived, using their  innate skills as

assassins, spies, and power brokers toestablish a rather prosperous society. This was the nature of things until theday the Inspired arrived on their shores,the rise of Riedra being their ultimatedownfall. The doppelgangers of Sarlona where hunted with even more intensitythan their brother species, and many, indesperation, fled to the Ethereal Plane.

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 Over the years their bodies haveundergone various changes because of their new environment, and most don'teven remember the past events thatdrove 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 permeatethe lands of Eberron, the greatest of  which being the origin of the facetedspecies known as Gem Dragons. Preferring to travel the planar realms,

these majestic beastsare one of the most rare and elusive breeds of dragon kind. It is because of thisthat their beginningsare such a hot topic of exploration.

 The most commonly

 held belief involves them being the offspring of metallic and chromaticdragons. A rare and powerful species, but in no way as established as those of spectrum or metal. Another theorystates that they came into being whenthe first dragons actually ingested Syberis shards, altering their forms tothat of the gem type known today.

 One of the more ludicrous theories, helddeeply 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 untilthose of gem were the result. This theorythough 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 holdstrong 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 GemDragon is the

oldest of thedragon species,

formed from the purest of essence

that flowed fromSiberys after his

downfall. Inancient days,

when the nine common dragon raceswhere young, those of gem had already

inhabited Eberron for at least 2 or 3generations. As they became aware of 

the other planes, many actually began toleave 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 anytears that may

occur. Althoughnot as outright

 powerful as theother dragon

species, they areable 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 seemthe most appealing. Seen as one of the most dangerous creatures in the sea, it isnot unknown for their territories to be free of other dangerous predators as theturtle broke no intrusion to what they

 consider their private hunting grounds.

 Seen as yet another  perversion of their species,dragons have a healthydislike for dragon turtles,

and the feeling is apparently mutual. Though they will never fight to thedeath, 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 demandingtribute or destruction. The areapparently also quite found of pearls, and have been known to escort ships out of their territory with several of the shiny bauble as payment.

 Dragonne3.5 Monster Manual pg.89

 This nocturnal predator stalks many lands. In Khorvaire they inhabit both theeastern hill country and the Blade Desert. They have even been known to

 roam the plains of Talenta from time totime. 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 troublethey have caused has ledto sizable bounties within the Five Nations. Though halflings of the plains avoid any territory known to beenstaked out by the beast, the western orctribes have actually sought protection by living in the realm of a Dragonne. Often leaving offerings of food and tribute, as asign of respect they never take more then what they need from the lands they occupy.

 There is apparently another speciesexisting in both Khorvaire and Aerenal, making the jungles and swamplandstheir 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. Itsscales are of a coppery hue, with lines of  black that resemble stripes. Outside theaesthetic difference, the dragirre isalmost identical to its more common cousin.

 Another breed of dragonne inhabit the vast deserts of Sarlona and are considered one of the lands greatestthreats. The rocky foothills of Riedra and

 Adar are said to be home to the largestand most dangerous of it’s kind. Toemphasize 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 beaststhat I have seen." Among the Riedran lords, it is considered a great honor toslay 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 seentoday, 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 predatesthe 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 itare mysteriously absent of any information that could be used todetermine the lord’s final resting place.

 Dryad

4e Monster Manual pg.963.5 Monster Manual pg.90

 Ancient legend tells us that the dryad issaid to be the physical manifestation of the soul of a forest, brought to life by atouch 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 betweenthe two blessed the union, marryingtheir 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 aretoo close to the prisons of the Rajahs, or 

are sites of great atrocities where much  blood has sank into the roots of trees, hasspawned dark dryads. These fey are reflections of the pollution that has corrupted the forest itself, and are fickle,unforgiving beings. Considereda bane to travelers, a dark dryad has been known to use its influence over the forest to causetravelers 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 daredefile 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 HouseCannith. If a livewood tree used as the wooden component of warforged has adryad 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 meanspirited and claim to be part of the lost

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

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 Unlike the Derro, who are also members of this lost clan the Duergar, they detestthe Daelkyr who ruined them. They seek  vengeance and have no wish to return tothe surface. Very few Duergar have evenseen the surface, and even fewer still

 have returned to it permanently. Theyare born and live in a world of madnessand war, and give little care aboutanything other then their vendettaagainst 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 thosethat made the journey from the Frostfell but were deterred or lost. They developed independently of the known Duergar and have widely different cultures based onalmost 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 thefiends of Khyber. Many of the long lost

 brethren of the dwarves in fact haveeven turned to the face

of evil and asked for itsstrength. Many times

these violent and trulyevil 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 waysthey never could have imagined.

Among the Duergar clans that have

turned to the fiends for power, Durzagonare considered nobility and to be given

the utmost respect.

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Eagle, Giant3.5 Monster Manual pg.93

 These splendid and intelligent avians inhabit many regions of Eberron. Gettingtheir name from the feathers on the inner  part of their wings,

the Silver GiantEagle 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 outEberron 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 andneck, and run down its back in astraight 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 fromthe coastal regions of Sarlona to the lakeand mountain areas of east Khorvaire.

 The Death Eagle is one of the oddest looking of the various species found inEberron. 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 andelusive, 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 partiesto roam the island.

Entropic Reaper 

 

 These undead arise in Kyruthithe Churning Chaos and many worshipers of the Dark Six

 believe them to be directservants of the Keeper.

Ethereal Filcher 

 Rumors abound onthe origins of these

sly aberrations,though their true origins are relativelyunknown. 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 theunimaginable release of arcane energies. This change split their essence betweenthe material and ethereal planes, giving

them the ability to shift between oneand the other.

 Another popular rumor aggress they were once thieves, but instead of Cyre, it wasthe intervention of the Dalkyr that madethem what they are today. Over theages 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 issaid 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 andaugmented 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 istheir 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 downrightannoyance to any artificer. Artificers are like a candy store to the filcher. Some reports even claim that these aberrationseat dragon shards as a snack. In the endthese simple-minded creatures seem to have very little interest in high-minded plots, and instead roam freely, doing asthey wish. Rumors still abound that insist many are still under the lure and control of their darker sides. This has ledto 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 byexchanging 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 attemptto leave with anything. If there issomething a filcher hates more thananything is having to chase down their “rightfully” stolen loot.

Ettercap

4e Monster Manual pg.1073.5 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 creaturesare ambush predators who are veryskilled in their tactics. They usually live in small communal groups.

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

 much a rare anomaly, and reports of thesimilar giant size ettercaps have been heard all about Khorvaire as well, so theauthenticity to there existence could benothing more than superstitious rumor.

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Ettin

4e Monster Manual pg.1083.5 Monster Manual pg.106

 The standing theory concerning ettins links their origins to the giants of Xendrik. It is believed that they werethe product of a experiment with  magical energies that the society was just beginning to understand. The

 resulting backlash fused pairs of giants, withina 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 existencesheer blasphemy and perversion. Those who were not killed outright were banished from giant lands on pain of death. This event and resultingtreatment of the ettin is said to be the reason for the extreme violent reactionsthat 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 issaid to be a by-product of their originsas 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. Hesuggests that the creatures are not the result of giant experimentation, butactually the creation of the dragons. He further theorizes that they where oncenormal giants, warped by ancientdraconic magic for some unknowntransgression against dragon society. In

 his report he describes a much more social creature then the ones encountered onXen'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 theentrance 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 theoriesare regarded with skepticism at best, or  just utter sheer fiction.

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 Famine Spirit3.5 Monster Manual II pg.96

 Famine Spirits, or "Glutton Ghouls" asthey'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 tothe 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 largestdragons in less than a day. However,

their all-consuming hunger made them incredibly difficult to control, and morethan one powerful fiend met its end at aspirit's jaws. Very few specimens arealive 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 thesecrets of its creation.

 Felldrakes

3.5 Monster Manual II pg.97

 The most commonly known story concerning the origins of the felldrakestem from religious belief, specifically the worshippers of the Sovereign Host. It issaid that when humanoids first

 recognized the divine and began to showan 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 Argonessenand 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 largesttemples to the Sovereign Host andnear embassies to Riedra. Thetreatment of felldrakes as mere pets bythe Inspired has led the church to lay claims of heresy against those of  Sarlona. These claims, though not commonly acted upon, have increased theanimosity between the church and the

 Inspired.

 Fiendwurm

3.5 Monster Manual II pg.99

Created during the great war between thedragons and fiends,these creatures weredeveloped for one odd

 purpose, to deliver troops though dragondefenses. 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 balorsthrough the lines, causing havoc and chaos. Though the dragons believe that

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all of these larger types were destroyedduring the war, this fact has yet to be concerned. What is known is that thesmaller versions broke their bonds fromthe rajahs that once commanded themand 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 andabilities. 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 thenight of their creation, but others gainenough strength to wander until theyare killed. Many were created during the Last War, and the surviving Great Fihyrs have gravitated to the areaaround 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 howthe old ways were being discarded as if they had no meaning. Many of thesedissenters 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 insteaddeveloped 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 werenot gifted by the instruction of thedragons, so never developed any real arcane might. Instead, theydeveloped an intrinsic bound with the land, which evolved intoa 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 fatethat befell their brothers, all firbolg regretted not returning to Xendrik intime to save their brethren fromthemselves.

 Fire Bat

4e Monster Manual pg.273.5 Monster Manual II pg.102 

 The Fire Bat is one of the strangest creatures on Eberron. The most common belief concerning their origin says theyare 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 volcanoesand deep recesses of  Khyber near lava bedsand 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 creatureunder their control. The flumphs came from horribleexperiments on pixies. Thetorturous transformation instilled a sense of order intothe creature but could notquell their good spirit. The

 flumphs escaped their  masters and attempted toaid others in defeating the daelkyr. Unfortunately people feared theaberrations and attacked out of  ignorance. Retreating underground the flumphs continue to perform small raidsto weaken the daelkyr. They would welcome help but no longer trust others.

 Fomorian

4e Monster Manual pg.1113.5 Monster Manual II pg.105

 At the fall of the giant's empires, great magic the likes of which Eberron has notseen 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 andnoble 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 abilityto make use of magic. They are a verytough 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, hasalso made them more susceptible tothem. 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 wherethe strongest adult male is in charge,and women and children are treated asslaves.

 Frost Salamander 

3.5 Monster Manual II pg.107

 Over time many creatures have appearedand disappeared from the world of Eberron. The Frost Salamander is atestament 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 themdwelling beneath the earth in thenorthern 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 physicalabilities of several reptilian beasts. The prevalent theorystates 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 itto harness the energy around it. Theresurvival 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 bediscovered, and few haveever even heard of them. What little is known points to them appearing

to be migratory, following the herds of  Dire Rhinos and Wooly Mammoths thatdwell in that region.

 It is also believed another species of  worm exists, this one semi-aquatic anddwelling 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 anactual true species.

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 Galeb Duhr 4e Monster Manual pg.1143.5 Monster Manual II pg.107

 The Galeb Duhr are a rare and recluse race,usually livingunsubstantial lives. Once common onEberron, they are believedto be as old as thedragons themselves.Evidence suggests that

at the beginning of the great Dragon- Fiend war, many of the species becametertiary casualties of the conflict. Fearing extinction, they left Eberron alltogether. 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 thesame 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 Halflingsociety. 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 aretwo prevailingtheories spread acrossEberron, both of which are equally accepted astruth. The Cults of the

 Dragon Below and theChurch of the Silver Flame both claimthat 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 wayacross 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 somedivision 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.1183.5 Monster Manual pg.118

 Since the rise of the human race onEberron, 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 fromthe Blood of Vol who also riseas ghouls after their death. Some believe

their research and belief inthe hunt for eternal life is so strong, it follows them into the beyond, disturbingtheir peace and giving them a perverted version of their life long wish.

 Location of death seems to be another aspect of ghoul creation that issurprisingly important. If those who areto 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 atomb 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 issaid to be the risen corpses of more powerful beings who succumbed to thesame depravity of their cousin’s origins, whether from the consumption of flesh or 

 being of a high order in the Blood of Volsuch 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.1263.5 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 savethey are completely andutterly dangerous. They constantly mumble incoherently when stalking prey,and seem to have a simple intelligence. They are rarely seen above ground, andthen only near openings in the earth. Tales persist of large Gibbering Mouthers that are worshipped in the Shadow Marches as living testaments tothe 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 andare on display in traveling carnivals the visit the many villages about Khovaire. The most famous of these, The Markling

 Sister’s Circus, featuresthe rare "Silverfang" a powerful girallon thatstands some 20 feet tall.

 Unlike many Girallonsthis 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 abouttheir social structure or habits. They are

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dangerous predators, and have a distinct hatred of giants, who it seems they seeas 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.1303.5 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 legionsadvanced 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 andsouth of there, they discovered a savage race of beings now known as gnolls. The goblinoids at first were weary of thesesavages as they where tougher then orcs,and possessed an unnatural savagery.

 The Dhakaani lore even goes as far asstating that they first thought the gnolls where some sort of demon thattook the form of a hybrid hyena. The gnolls enhanced this reputation, mostly keeping to the darkness while huntingand fighting on their terms causing an increase in the Dhakaani's fears. In spite of this, and like in all else, the Dhakaanisimply 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 itnot been for the Tairnadal the Dhakaani who, partly out of sheer anger to be

 fooled for so long, wished to erasethis unflattering history of their natures fromexistence might

 have actually wiped out the gnolls. Instead,they saw an opportunity to strengthentheir forces against the Tairnadal and made a treaty with the multitude of  remaining gnoll tribes. If they fought with the Dhakaani and helped them intheir battles not only would they not beeliminated, but instead rewarded with  riches and freedom. The failing Gnolltribes gladly accepted and helped battlethe Tainadal, striking at them whilstthe Dhakaani had the engendered a truce with Valenar. Overwhelmed, Tairnadal left and the Dhakaani, not yet willing to let the gnolls from their promise, sentthem to the west to help deal with the orcs that had been a thorn in their sides for several centuries. The Gnolls, wishingto gain their wealth and glory turned tothe west as directed, scatteringthemselves across southern Khorvaire.

 Over the next several years the Gnollstribes 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 wherea force to be recognized. These new breed of gnoll became feared throughout theareas 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 thatsmashed the empire to pieces, andscattered their foes to the wind. The Daelkyr decimated the Gnolls in their attacks and even the Flind fell beforetheir 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 empireabandoned by the gnolls, enacted a bitter  curse, creating the gnoll of today. Lostare the canny warriors how showed no

 fear and were once mistaken as demons. Now only a cowardly, deceiving anddisloyal 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 thata Flind can command a gnoll with trueability and trust. Fortunately, they arestill 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 thatthe unlucky non-Flind offspring that is born will not see more than a few moments in life when this fact isdiscovered.

 Gorgon

4e Monster Manual pg.1433.5 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. Notrue 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 verysimilar to the

 Gorgon, andusually called a False Gorgon or  Mountain Gorgon, inhabits the

 mountainous of Khorvaire and Xen'drik. This Gorgon is not quite as powerful asthe 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 adifferent story. It usually last no morethen 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 freezesthem in a layer of ice. It is alsonotoriously larger then the true Gorgon, reaching lengths of up to 20 feet or more. These creatures though seem to beexceedingly 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 creaturesseem to date back toancient times when the giants ruled the lands. It

seems that long ago beforethe rise of the Dhakaani, a colony of giants attemptedto enslave the orc in thesame way they had theelves. Legend says that one of the orc tribes sacrificed their verynatures 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 besome truth in the story as Renders and orcs have an unusual peace, even when one violates the others territory.

 Once possessing great numbers, severalthousand years ago their species fell int0decline. 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 claimthat 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 adruid, 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 noevidence 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 easternXen'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 asan 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 isusually about 6 inches thick at the

smallest section, and usually has aspread of about 15 feet.

 Grell

4e Monster Manual pg.1443.5 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.1453.5 Monster Manual pg.139

 These miscreant creatures are a horror to behold. They where obviously created bythe Daelkyr, and there seems to be threeseparate species. The two most commonare the Khyber Grick, and the Darguun Grick. Both species seemto be related, but the Hobgoblins over the years have learned to stunt their  growth and turn themagainst their masters.

 The common Grick isusually found towards thesurface of Khyber where it stalks prey and can grow to large proportions. The Darguun Grick commonly referred to asthe Ha'ashkul is actually smaller but justas 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 butalso 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 thatnone 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, buttales among the drow of Xen'drik speak of a massive beast. They have yet to benamed, but the Drow claim that this Grick is larger then most, and it minglesand breeds with common Grick to hide itself. It grows to up to 15 feet, and possesses innate psionic abilities andseems to prefer spell casters of any sortto normal prey. In light of this the creature has been dubbed the Spellbane Grick. Even some giants have claimed toencounter it and flee once it is known.

 Griffon

4e Monster Manual pg.1463.5 Monster Manual pg.139

 Griffons are a flighty breed of creaturethat 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 hidesand 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 anattempt to breed them as aerial form of  guard dog.

 Another type, the Seren Griffon, seemsto actually be adraconic in nature. It has vibrant scale-

 like feathers anddraconic 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 aunique ability to produce a violent shriek, which can shatter stone. While a very asolitary creature, during the fall seasonsthey are known to go to roost. Duringthis time they can be their mostdangerous, as they become veryterritorial.

 In the Fangs of Argarak Mountains of Xen'drik a semi-intelligent species of  Griffon lives. It is believed that someangelic power is responsible for thetransformation these majestic creatures have undergone. Known for their  beautiful white coats and sky blue feathers, these griffons are said to benoble creatures, and stories abound of 

them helping more than one explorer inneed.

 Grimalkin

3.5 Monster Manual II pg.122 

 The Grimalkin is most commonly found in Sharnand other highly magical cities, but has been seen in

 just about everysettlement 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 theyare 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 isultimately 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.1483.5 Monster Manual pg.140

 Grimlock are a widely spread race, in Khyber, almost as numerous as humans,though their savagery has prevented anytrue society from existing. Lore dating back to the giants actually speaks of the grimlock and they can actually tracetheir lineage back to the days when fiends ruled the world. It is believed thatthey were once a surface race, powerfuland 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 completelydifferent species. Theyare a war-like race, and completely nomadic.

 Though many pray tothe 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 Mastodon3.5 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 huntersunless separate from their herd.

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 Hags4e Monster Manual pg.1503.5 Monster Manual pg.143

 Many varieties of  hags exist withinEberron, and all of them can trace their  lineage back to the Nighthags of yore.

 These Hags still command a greatdeal of power and respect, and are not

to be taken lightly. Many of them are renowned arcane spellcasters, and it issaid that they can curse men with but asingle stare, but hopefully this isnothing more than superstition. The most famous hags are the Daughters of  Sora Kell, the rulers of Droaam. They arethe 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) asthey're called are most common in the shadow marches and in Droaam where they are often treated either asdistinguished leaders or as foul monstersthat 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. Notentirely surprising to most

 people who do not know thetruth of their king.

 Harpy

4e Monster Manual pg.1543.5 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 assuch tendtowards more reliability. The first is a tale of deception and betrayal, as a group of  women, fromseveral of the

 lesser races, were tempted by the Rakashasa, and betrayed their fellowspecies for promises of eternal beauty. Like so many of the promises of the rakashasa, the boon that was promised was left to great interpretation andthrough 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 thisstory. 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 suggeststhat 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 strangeabilities. Needless to say this theory is looked at with great contempt from theelven race for obvious reasons.

 Adventurers who have dared to risk thedepths of Kyhber have discovered vast conclaves of harpy who share the sametraits as the common species of the landabove. This is not surprising as the

 basic variety of the species is most prevalent throughout both Khorvaire andXen’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 ancienttimes. Exposure tothe corrupting influence of the

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

 currently only a few left on Eberron, most having been hunted down by thetrue dragons since the war. The remainder travel Khorvaire, working inthe background of the courts to fomentdissension and strife, with the aim of 

 restarting the Last War as a cover up for something much more sinister…

 Hippogriff 

4e Monster Manual pg.1463.5 Monster Manual pg.152  

 Much like the Griffon, the Hippogriff hasexisted for thousands of years. They

 originate from the lands of Sarlona, where it is said that a wizard, whosename is now lost to the annals of time, had bred them as an alternative to the griffon since their equine nature makesthem much easier to care for. Human immigrants from Sarlona brought the first hippogriffs to Khovaire as mountsand transports with 

 hopes to breed them for extended use across the realms. This plansucceeded greatly, and the hippogriff is a common mount for the wealthy or  powerful. Though many breeds have been created since their origin mostshares the same basic traits. The onlyexception to this is the Vidalis Hippogriff  who larger size and hearty nature have made them great war mounts.

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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 largeand powerful hydras grow to immense proportions and seem to be infused with draconic blood or magic. These beasts are feared and only the most powerfuldragons 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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 llithidae3.5 Lords of Madness pg.154

 These creatures were broughtas pets and scavengers fromXoriat 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 theyare found in anumber of other  planes as well, primarily where

 frigid temperatures prevail. On Eberronthey are quite fond of the deep reaches of the Frostfell, but more of their kind can actually be found onEverice. Little is truly known about the creatures and a future expedition is being mounted by a Kalashtar Psion by thename is Thalanakhad.

 Ixitxachitl

3.5 Monster Manual II pg.128

 Long ago, the ixitxachitl were created byaboleth mages to serve the will of thedaelkyr. When the Lords of Xoriat were broken by the Gatekeepers, however, theaboleths, and their creations, were left

adrift in the oceans of Eberron. Withoutthe benefit of their masters' wills, theaboleths found the ixitchxachitl too much to handle and chased their slaves awayto continue their plotting. Purposeless, many ixitxachitl wandered through the

seas, and many still can be foundthroughout 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 inamong 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 sheestablished her new home and she convinced the ixitxachitl to ally with her. In exchange for their utter loyalty, Volthe 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 Voltraditions, though fewer know of it than realize the connection between the Bloodand House of Vol. The ixitxachitl servetoday as Vol's spies throughout theshipping waters of Khorvaire.

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 Jahi3.5 Monster Manual II pg.130 

 These creatures are rare, and few know of their existence.Commonly associated with the Blood of Vol, their originsare in fact much moresinister. In ancient days, when the feuds between the

 rival schools of the Qabalrin broke out, many becamesuppressed and resentment grew rampant. Some of 

those that were never turned into vampires, or who where locked awaynever to be able to use their gift, becameso 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 tounderstand it. Thusly, there were members who wished to emulate vampires and would live without seeingthe sun for months at a time, as well as refraining from indulging in pleasures of the flesh. Gradually, these represseddesires 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 thesesadomasochistic 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 believethat 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 radicalstep 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 thesituation.

 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 adisadvantage with Karrnath's strongties to House Cannith and wanted to

 make a show thatthey could compete with their neighbors in the realm of automated warfare. The up-and-coming Henryk had alreadyexcelled at Arcanix

and eagerly pursuedthe contract, visions of riches piling in his eyes. Ambitious,and more than a little vain, thearrogant artificer declared that he couldaccomplish the defenses more quickly if he worked alone with only his homunculi toaid 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 surprisedat 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 hetried 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 adischarging magical item. When heawoke, the wrights were nowhere to be found. The moment the military learnedabout the accident they confiscated Henryk’s reward and put it insteadtoward the now massive clean-up effort. The disgraced artificer was never seenagain and presumed to have died in astate poverty.

 The homunculi, now spread throughoutall Khorvaire and grown quite feral, have become common nuisances in laboratories and craftsman shopseverywhere. Many are just annoying

 makers of mischief, but some of the original wrights still have the magewright training that Henryk gavethem, making those a truly dangerous lot. Commoners have many names for them, such as “jinxkin” and “banemidges”, but most practiced in the art still callthem 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 andalso carry a few

specialized troops, such as a pair of war  wizards. The juggernaut represents anearly 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 purposesunknown.

 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 andeven in isolated patches of Aerenal. Whenthe dragons and elves together wiped outthe House of Vol, immense amounts of necromantic energy was released into the

 jungles of each  region and warpedthe 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 Tairnadaltradition, julajimuses that are killed will be reborn in the jungles again unless buried and blessed to assuage thesespirits.

 Because of their shape changing abilities,the julajimuses have proved nearly impossible to wipe out, as they are generally indistinguishable from normalanimals except through arcane means. Aereni officials are convinced that the populations in Xen'drix somehow findtheir way to Aerenal after purges,though the exact method of such a journey is a mystery.

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 Kopru3.5 Monster Manual II pg.134

 Descendents of a sahuagin tribe that was enslaved and then experimented on by aboleths, Kopru were created to serveas city guardians. As such, aboleth ruinsare usually the most common place to come across such a creature. In general,the Kopru are relatively unknown to

those on the surface, asthe aboleth cities tendto be located at the bottom of the deepest most oceans or withinthe seas of Kyber itself. To the kopru their aboleth creators areseen as gods. Female

 clerics interpret the will of their creatorsand 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 Krakensare one of the most legendary beasts of Eberron that for thousands of years theytormented and plundered the seas. Theyare 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 firstschool of thought, more

 commonly acceptedthroughout 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 themto strike out and take from those that lived upon the surface if they dared totrespass in their realm. This is widelyaccepted as the reason for the creature’s highwayman-like mentality, and their  hording nature.

 The other myth plays out a much moredarker tale. An ancient race that liveddeep beneath the water's surface knownas Aboleths used the blackest of magic to corrupt some of their own into the formnow used by the Kraken. Those indisfavor or who dared challenged astronger 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 presentstate. The Krenshar can be found in every continent of Eberron, and many varietiesexist. 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 severalsubspecies exist among them, thedifferences are merely ones size andappearance.

 The magic of the deathless that infusesthe realm of Aerenal has its own uniqueeffect 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 Frostfellseems 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 isstuffed and can be seen in Fairhaven atthe Wayfinder Foundation.

 The most intelligent of Krenshar by far  is the Sarlonan Krenshar. This desert cat is renowned for its hunting tactics andability 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 strangeabilities 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 isthe 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 theytend 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 difficultto 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 existsa series of underground rivers and caverns, many of which connect with the many oceans of Eberron. Within thesedepths the Locathah speak of an ancient kingdom that rested between the Sea of  Lost Souls and the Barren Sea, ruled bysavage 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, theyare just as imperialistic now as they were thousands of years ago. Over the years they have managed to build a largenumber of independent city-states,thankfully not yet united under one

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 Lamia4e Monster Manual pg.1743.5 Monster Manual pg.165

 Where the Rakshasas were the generalsand leaders during the Fiend-Dragon Wars, the Lamia where the shock troops. Witnessing the fate of the Rajahs asthey were imprisoned by the Flame that

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

 intrude on their domain. They aresavage and vile beings whose first

 impulse violence. Race memory is long however and Lamia fear dragons andtheir minions above all else. The largestnumber of Lamia can be found in Menechtarun, where they feel safest fromthe 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. Intruth they had no real fondness for the

dragons and did not consider themselvestruly allies. The Couatl however were looked up with great affection as the feathered serpent was almost revered intheir 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 seenthe creature. Their wrath knows little bounds however and they are known totravel as far as other continents in pursuit of enemies, and that nothingshort of death will usually stop them.

 Leechwalker 

3.5 Monster Manual II pg.135

 The disgusting creatures known as the Leechwalkers are supposedly native tothe 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 welland sightings are beginning to spreadthroughout Khorvaire. This variety of locations has led some

naturalists to believethat 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 notelling 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 adaptto any given environment, going fromstruggling 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, thisnew variation is more dangerous than its common cousin. Most other subspecies differ only in minor ways fromthe 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 andsince then thereexistence has fallento 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 didsurvive their numbers lack of diversity caused them to slowly die out. Stillamong the dragons themselves rumor  persist of great creatures of might thatsurpasses 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 adviceand 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 entropicelementals 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 adedicated 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 Holocaustalways 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 anddisturbing 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 thenomadic and peaceful people of today, but instead savage and violent. Priest-kings who craved power and eventually turned

to sacrificingtheir own peopleto appease thedark gods they worshipped ruledtheir kingdom. It was soon after this that the locathah  commoners realized just howdark their ways had degraded andattempted to

 revolt against their depraved leaders. The destruction unleashed during thisstruggle sent the locathah people back toa 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 Seaand Sea of Lost Souls has long been cursed and should be avoided at all costs. Their current nomadic nature hasscattered 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 beingscattered near regions dominated by Sahuagin, cut off from their brethren.

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 Manticore4e Monster Manual pg.1843.5 Monster Manual pg.179

 Two main breeds of manticore roam the lands of Eberron, each a ferocious predator of their chosen territory. Acrossthe continent of Khorvaire roams Lhazaar or common manticore. Though  originally primarily locate in the principalities, throughout the years the

 creature hasslowly spreadthroughout the continent andeven has evenappeared inXendrik as well.

Even though the common variety, it can vary slightly in appearance depending onthe local which it makes its home. Thosethat 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 tothat of a leopard, though not nearly asdistinct. Within the Basura Swamp in Q’barra and through out the Shadow Marches stalks a decisively greenish tinged beast who seems as comfortabledrifting 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 aslightly smaller cousin, more sleek andsly 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 somehowtransported to the main continentaround the times of the Dragon-Fiend War, though the means is stillunknown.

 The second breed, the Sarlonan Manticore is understood to be the most dangerousspecies of the beast primarily because of  its higher intellect. It has displayed powerful psionic powers, which havesurprised even the natives of the landand 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 exceptionallydepraved Gnolls into helping to release its bonds by giving them power to conquer their neighbors. Teachingthem dark secrets of  magical mutation, the

 gnolls used themselvesas test subjects andafter several less thansuccessful attempts, altered their formsto 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 whenthe Chamber discovered the gnollsactions 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 sureto 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 asthe 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 inEberron, most Maug are typicallyserving 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 unlikelyto be admitted. Outside of the Maug itself, the most common race seen inthese mercenary bandsare Warforged. This is

not surprising since my Maug claimthere 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 thespecies.

 Medusa

4e Monster Manual pg.1863.5 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 Khorvairethe Meenlock is widely believed to be the creation of Mordain the Flesh Weaver anda reason for his dismissal from the Twelve. These rare creatures are found

 only in Khorvaire, andeven today little is known of their origins. It is widely accepted thatthey are one of the mostsuccessful 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 spreadthroughout Droamm and Breland. In Sharn, after a wealthy landholder’sdaughter became a victim of the meenlock, a bounty of 10 gp per head wasestablished to try to eliminate thethreat. Even with the allure of gold, few have collected whether because of 

 intimidation or sheer lack of knowledgeabout the bounty itself.

 Morgrave has also showed an interest inthe 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 bediscovered. They have funded several groups of hunters as well as establishedtheir own bounty for a completespecimen 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 survivingspecimens.

 Megalodon

3.5 Monster Manual IIpg.147

 The Megalodon is a mercifully rare creature found intropical oceans such as thosesurroundingXen'Drik.

 Worshiped by the Sahaguin as livingaspects of the Devourer, dozens of  prisoners are sacrificed to these creaturesevery 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 denizenssince 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 Khorvairenever staying put for  very long. They are a very nomadic people whotravel constantly and in

truth little is known about culture or  origins. Still a supposed rare few haveattempted to make a permanent home,and though it did not last long, some rumors have arisen from these groups toexplain their origins. These tales tell of a

 race of humans from Sarlona whoangered the Fury though some unknowndisrespect as well as lack of sufficient worship. In a fit of retributive rage,their islands were sunk below the oceansand the humans irrevocably altered to a life forever below the waves. Still, evenafter 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 mortalenemies to the Sahuagin.

 Some rare Merfolk can make their home within underwater ruins, which theyshare with the Aventi, who revere the less common Merfolk as chosen Belinor. They see them as prophets; there to leadtheir people, helping them recover fromthe destruction of their kingdom. Eventhese merlock are still nomadic by natureand 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 involvesthem 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 engagethem. A slight change in this tale seesthe 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 justas likely to attack their minions as wellas 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 adoppleganger cult which began to worship him with unabashed awe. So warped was their belief that any actthey committed, no matter how good,dark or even insignificant was done inthe name of The Traveler. Disgusted bytheir overzealous actions and blind vision, the Traveler changed them,denying them for eternity the ability totake the form of a living creature. Thisstory serves as a bedtime warning to the

 young of both societies against thedangers 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 liveup to the true edicts of the Traveler.

 Mindflayer 

4e Monster Manual pg.1883.5 Monster Manual pg.186

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

=

 Minotaur 

4e Monster Manual pg.1903.5 Monster Manual pg.188 

 Long ago Minotaurs where a fierce race of warriors, very different from thosenow encountered. Once a race of 

 powerful humanoids, their fanatic worship and devotion to a bull god issaid to have brought them ire by some unknown force. Though it is unknown whom, this being or beingsare believed to have cursedthem to take the form theynow wear and cast themdeep into the shadows of  Khyber. Some say it wasthe Traveler while others

 believe the Dragons or  perhaps the Giants were responsible. There are even a few that are sure it wasthe 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 thesurface and taken on a more civilizedsociety then their ancestors.

 Whatever the origin, stories of powerful Minotaur warriors are now told

throughout the lands; their prowess as combatants is truly recognized assomething 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 theaccounts stay between tellings is a mystery. The barbarian ranger  Whitemane of Xen'drik lives deep withinthe mountains, hunting all who intrude into his domain. He is renowned amonga 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, huntingany who enter their domain, they see theedge of their domain as a zone of neutrality and there and only there willthey meet peacefully with visitors.

 A demonic beast of foul temperament,

 Tusk is one of the most feared beingsamong 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 completelydevoid of fear and commonly runs into battle at the frontline of his forces. It issaid that he is as ruthless to his men as he is towards enemies, willing tosacrifice 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 asan orator and gifted in both arcane anddivine magic, and it is said that she

 gained this skill from a Dusk Hag, whotook her sight as payment for theteaching. Many orcs avoid the minotaur  claiming she is a witch, but those trulydesperate have sought her out in anattempt 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 oneattempts to kill in cold blood and is killed themselves before the act is completed, they will walk the landsagain 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 aboutdeveloping a way to bindthe 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 harnessthe power of the mohrg. Rather than bind the creature as a guard, the cultdeveloped techniques to enslave the

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 mohrgs, using them as secret enforcers,assassins, or members of strike teamsemployed by the Emerald Claw. The factthat 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 thereare 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 thattell tales of Rakashasa necromancersturning 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 giantsthemselves also created them to control rebellious citizens or community revolts.

 An actual drowish rite, depicting the creation of these creatures, wasdiscovered 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 entrailsand organs of the victim then smeared with honey to attract insects such asants 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 thentaken to the ruins or burial site where it

 is to stand guard. Many drow from thetribes 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 sincetheir presence is mostly spoken of bydrunks 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 gainedtheir 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 havetheir intellect directly tiedto 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 tribestemporarily 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 onetribe is at the nadir of its strength and intellect. Most of these master plansseem 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 ancientdays of Eberron in the primordial ooze that wenow call the ten seas,the Morkoth is one of the

 lesser powers that have been birthed from thosedark crushing depths beneath the surface. Theyare fairly numerous, and many inhabitthe regions of Shargon's Teeth. Highly respected by the Sauhagin, few creatures challenge these solitary predators of thedeep 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 thata dragon turtle or some other powerful being is the only thing that could haveslain such a creature.

 Mudmaw

3.5 Monster Manual II pg.153

 This genetic aberration of the crocodile isnotorious in the wilds of the Q'barra andthe Shadow Marches. However the creature inhabits many places, and commonly hides within large groups of 

normal Crocodiles. They can be found inthe 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 fromthe Dreadtoothed Mudmaw that roamsthe 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 onlyslight differences in their physiology. For  instance the Sandscale can move through soft earth much like a crocodile movesthrough water.

 To date the strangest of all Mudmaws is known as the Skyclapper. The creature gets its name from its strange huntingtechnique, and is in fact a very small creature. It uses its two pseudopods, which generate an electrical charge, tosnatch small flying creatures out of theair. 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 regionsnear once flowing rivers and lakes,throughout Xen'drik. Their colorful peltsare 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 morethan 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 Dhakaaniunintentionally created these undead as well as some orcs who were mummifiedand then buried improperly, such as within peat bogs, rose up as mummies. The most ancient and powerful of  mummies can be found on Argonessenand 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 mostdangerous creatures on the planet has made the Myconids understandably

 paranoid, visitors from the surface that can prove themselves not to be a threatto a colony are allowed to come and go asthey please, and those that do somethingsignificant 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 thatthese creatures were once a variety of  innocuous, yet large fungus native to theareas of Khyber where the Daelkyr had been sealed. Over the centuries, they

slowly transformed into the creaturesthey are today, and set out for a safer  place the instant they could. The extent of speciation amongst the creature seemsto be limited to changes in the number of  fingers and toes, typically ranging from3 to 9 on each hand, with either one or two thumbs. The occasional appearance of specimens with additional limbs istypically related to damage the specimensustained during its infancy. Onextremely rare occasions, a Myconid thatsustained massive damage to its capduring infancy will actually growsomething resembling asecond head, however the growth has nodiscernable mentalactivity until the creature is at least 12  years old, at which pointthe second head awakes into sentience,albeit without any of the knowledge or 

 memories possessed by the first. Needless to say this can be a verydisturbing time for the creature andthose who experience this are sent into ritual seclusion until their nature has come under control.

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 Naga4e Monster Manual pg.1943.5 Monster Manual pg.191

 Spawned from Khyber the Naga where one of the first creatures of Eberron. Theyappeared 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 whatthey considered a losing battle for both sides. As such, they stayed mostly tothere own devices though in a sense they became lore keepers of a sort as theydocumented the conflict without the biased influences of other races who had chosen a side.

 Over the years, many Nagas have turnedto nature as the guiding principle intheir lives, becoming either rangers or druids of the more dark aspects of the land. Though not as common, the arcanearts are also explored, though not innearly the depth either elves or even humans have attempted. The rivers andstreams of Khorvaire are a common hometo the Water Naga, as are any of the Ten Seas throughout Eberron. Rumors of them possessing ancient lore has causedthem to be highly sought after by manyacross the lands. The greatest

 misconception however is the type of secret knowledge they possess, mostthinking 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, butnot all kept to that belief. Those whodid chose a side were gifted by their allies with abilities that changed the verynature of their existence. The dragonssaw 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 andthe Guardian Nagas were born. Seeingthis as a challenge that must be met, the Rakshasa altered their allies as well, creating a force to combat this newdragon legion. The Dark Nagas were born with a vile hatred of their cousinsand 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 havedragon blood flowing though the veins. So much so that it is not unheard of for a Guardian to be the child of twodragons, making it seem that the conflict united them as more than justallies 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 withinthe 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 thesome of the foulest and most inherentlyevil creatures that exists, many either  leading or holding high positions inCults of the Dragon Below. Spirit Nagas are one of the most numerous

species of Naga today, but few areactually seen so their threat is widelyunknown. 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 tothe forests of Aernal, however they have managedto 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 thatthe creatures are actually peacefulentities outside the presence of elves, andsome 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 movethat all members of their party believed would get them killed, Algol simplyasked Bron why the Needlefolk dislikedElves so much. Bron replied by statingthat its people were originally awakened from thorny bushes by an entity they

 only refer to as "The Man in the Mist" tostop the actions of those who believedthat they were above nature's cycle of lifeand 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 Brondidn’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 knowthe 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 atime when, as elves, their desperation for survival was at its heights and in a last vestige of hope they turned to prayer, notto any god, but to the elves who passed before them, for guidance on how not to meet their gruesome fate. A phrase wasthen heard across the winds, somethingnone can recall, but it held a secret thataltered them to the form they showtoday binding them irrevocably to the land itself. Along with that secret camea mandate warning of those who would

 leave the natural path and taint the truenature of the elf beyond hope. This mandate has slowly over the yearsturned into the hatred for the Undyingthey now feel. Still, this knowledge is kept from most, as it is believed that thetruth of their relation may tempt othersto join their “misguided” brothers.

 An offshoot species who settle in aseparate 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 bethe 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 inchesshorter than the Aernal variety and tendalso to be nocturnal, half-buryingthemselves during the day, leaving onlya few leaves exposed for photosynthesis.

 Their most notable difference, however, isthat the leaves and needles of the Valenar  Needlefolk are poisonous, a defenseadapted 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 theancient giants to guard against quori infiltrators and were given the ability to wrench a possessing spirit out of its

 host. Packs of thisancient breed now roamXen’drik, and many are larger than their ancestors. The modernday source of nethersight mastiffs is House Vadalis, who bred them for a much moredomestic reason.

 Artificers of House Cannith, sick of raids by ethereal filchers, asked the breeders of  Vadalis for a guard dog that could beused 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 thediscovery of sentient constructs thananyone realized. Utilizing the schemas found in Xen'drik he fashioned a human-sized construct for anumber of wealthynobles. Arming them with a set of rapiersand christening hisnewest creations "nimblewrights",

 Merrix amazed his fellows with his creation’s grace and intelligence. However, despite this step forward, his plans were flawed and the fewnimblewrights that had been created rebelled against their owners. Most of the 400 were destroyed, but manysurvived 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 thisstory is but sheer rumor. One propagated by enemies of Merrix duringthe 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 werescheduled to be mass-produced and sentall over Khorvaire. Just before production was set to begin, Merrix D'Cannith created the first Warforged.

 The Warforged provided all the benefitsthat 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 werequickly retooled into the WarforgedCreation Forges, the existing Nimblewrights reclassified as espionageagents. 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 thetreaty 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 inthe service of various governmentalagencies, or individuals willing to keep aspy around for their own purposes, and can be found in all of the Five Nations. Often though, a Nimblewright willsomehow 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 Sharnabout 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 anddeveloped in the varying Cannith  laboratories, and recent advances in thetechnology used to produce the creatures have made them almost as cost-effectiveas the Warforged were. Additionally,there have been numerous eyewitnessaccounts of Nimblewrights equipped with nonstandard weaponry and armor,the most famous one involving aCrystalline Troll getting blasted intodust and crystal shards by a Nimblewright with a highlyexperimental weapon concealed in its forearm.

 Nymph 

3.5 Monster Manual pg.197

 Nymphs are nativeto the Faerie courts, but are found on the Material Plane wherever a manifest zoneexists. Like most Fey, they distrust

the civilized races,and usually onlyallow Druids to come close to them.

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 Ogre4e Monster Manual pg.1983.5 Monster Manual pg.198

 Believed to be distant cousins to the giants that once ruled Xen'drik, ancienttexts describe how they were enslavedand brought from Khorvaire to serve as asupplement to their elven labor force. These beings have always been a savageand violent race, one who is more then

 capable of throwing its weight around. Many scholars believethat the ogres are, inactuality, descendents of giants/orc prodigy. Thousands of years before the rise of the giant’s empire, a group had beenstranded on Khorvaire

after some mightystorm. With little other options they bred with the orcs and that mingling ledto the Ogre. Support from this can also be found in the giant language, as the word “ogre” is the basis for a dozen or sosimilar 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.2013.5 Monster Manual pg.200

 The Ogre Mage is one of the mostdangerous creatures native to Khorvaire. They are rare, and usually found as

 leaders of Ogre tribes. Ogre Magi are considered a very intelligent race and asthe normal ogre, the origins of the Ogre Mage actually can be traced to theancient 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 representsa small percentage of thenative 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.2113.5 Monster Manual pg.204

 The Otyugh is another one of the naturaldenizens 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, seemsto 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 woundand 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 isthat 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 originsare an enigma, though it is believed they are not anatural occurring species. Many theories have beensuggested, and sadlyseem valid, leading toeven more confusion. The main theory has thedragons 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. Knowntoday 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 ituses 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 easilyqualified, but just as unique. Sadly, tothis 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 beginningto 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 beseen in the multitude of subspecies within Khorvaire alone. At least 10species exists, from the Pygmy Owlbear  of the Talenta Plains, to the flying Firehide Owlbear of the Demon Wastes, to thestrange and hideous Vulrhaar'khraal of Dargun. The most common owlbear  of course can be found inthe 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 theability to extend furthers then what

 would be first suggested when seen. It isalso unnaturally gaunt, and its ribs andspine 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 itsterritory natural and the vicioustenacity is enough to keep many out.

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 Pegasus3.5 Monster Manual pg.206

 The Pegasus is one of the most gracefuland beautiful creatures in all of Eberron. Their flighty nature and high intelligenceenabled 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 onthe continent of  Sarlona. Soonafter the birth of 

dragons the same blood of Syberis that birthed them also touched a small group of beautiful white horses. The effect wasdramatic as wings sprouted from their 

 back, and a world not quite perceived bytheir animal minds was now open tothem. From that day the Pegasus was born and many, even scholars, believethis to be the true origin.

 There is another belief, one held closer bythose 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 theage. The warrior fought hard, but found

that being earth bound prevented him from administering the killing blowtime and time again as the demonescaped to the skies to recover itsstrength. He prayed for many days to Balinor to grace him with a faithfulsteed, one that could help him keep pace with the horrible fiend. Hearing his praise, Balinor rewarded the young

 knight handsomely as a golden chariotappeared drawn by a pair of beautiful winged horses. With this gift he went on to conquer the demon, driving it toearth 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 loyalsteeds hoping to use their power to lift him to heights as equal as that of the gods. As they say pride commenth beforethe fall and as he attempted to force the beasts to take him to the heavenly realms he was bucked from the chariotand fell to his death. For faithful servicethe 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 discovereddetailing 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 believethis a blessing, as the blight they could bring to the land would be devastating.

On another note, House Vadalis has breda 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 traitsof 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 eachend. Many of the faithful see such a

creature as abhorrent and against natureitself. In their minds, if Balinor wanted

such a thing to exist he would've made ithimself. There are some that have

argued that perhaps it was the will of thegod giving the inspiration to breed the

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 beast in the first place, but they arequickly 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 tostrike at targets and remain unseen. Many adventurers have learned thatthese semi-intelligent fungi are mostly overrated, although still dangerous. Not much is known about the creature asthey are constantly under the effects of 

some supernaturalability that causesthem to stay invisible, even whileattacking. The carcasses of the beasts have beenstudied however and

 it seems that they are nothing more thena 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 shelteredarea of enough size is suitable for themas well.

 Phase Spider 

3.5 Monster Manual pg.207

 The Phase Spider is a large anddangerous 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 beforeattempting to capture them. The creatures came to Khorvaire with thesecond wave of Sarlonan immigrants

and then to Xen’drik on the many ships of exploration. This ability to migrate onthe backs of others has made the Phase Spider one of the most hated creaturesaround, 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 nativespecies. 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 toaid in its hunts. This massive arachnid is a solitary hunter, capable of bringingdown large and dangerous predators. It is renown for its even greater  intelligence, and many claim that it caneven read your mind.

 The Phase Spider of Khorvaire is smaller, but just as dangerous, making up for itssize by sheer numbers. These Phase Spiders are quite the nuisance, and havenow spread throughout Xen'drik. On Khorvaire they are fairly uncommon, and

 when found they are always in groups. Solitary Phase Spiders areusually killed with ease, leading to their  pack mentality but also serves asa form of population control. TheXen'drik Phase spider is very much likethe Khorvaire variety only differingslightly in appearance. It is believed

that given time this may lead to a completely new subspecies as it adaptsto 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 showthat the creation of this race is actually

due to the influence of the Traveller. Oncethere was a changeling who grew bored of his limited natural gift for transformation, and so began to pursue other methods of changing his body. Hestudied transmutation with the finestsages of the era and took to nature tounderstand the path of the druid, butstill 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 warningsto beware the gifts of the Traveller.

 Pseudodragons

4e Monster Manual pg.913.5 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 ancienttrees and winding growth  providing the shelter they

 crave. Inhabiting every continent their appearance varies widely, but stilltheir 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 andexperimentation. Many commoners believe that the Psuedodragon is an

animal because it lacks the ability tospeak, however it is as intelligent as anadult human and has quite a remarkableability to communicate using telepathy.

 Purple Worm

4e Monster Manual pg.2143.5 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 creatingthe first dragons, and from the depths of  Khyber the first fiends appeared. In somespots 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 festeringsore on Eberron, one filled

 with great power, and it intoxicated many creaturestransforming them into horrible beast. Before the Age of Fiends, was the Age of Dragons, and the Purple Worm dates back to thisage. Dragons and Fiendsalike slew the Purple Worms, as they are one of the mostdeadly creatures in all of Eberron. It issaid 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 dotake 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 andsouthern Xen'drik and Argonessen. A  very rare creature, it is the result of a redand white dragon mating and their eggs resting in anarea 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 dragonsare not unusual in these areas.

 Dragons consider the remorhaz anabomination and will kill them on sight,as they represent a corruption of thenobility of dragonkind. As such, the Lords of Dust would dearly love to know how to create them, in order to taunt thedragons further.

 Revived Fossil

3.5 Libris Mortis pg.118

 These are the spawn of 

necromancers from Karrnath who wander intothe Talenta Plains to seek  corpses for their armies. Some of which include thedinosaurs of the plains.

 Roc

4e Monster Manual pg.2203.5 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 largestnumbers 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, andthe 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. Oddlyenough there are many subspecies of the creatures, all of which are able to breed with one another. The most famous isthe 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 isnot the case. The Daelkyr did however take an active hand in the creature’sdevelopment and have spawned twosubspecies. 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 believedto be a minion of the Daelkyr the common Roper is just as likely to feed onthe Daelkyr's minions, as it is a lostadventurer. This has led to a conflict between the two, one that the Roper is likely to lose if it escalates any further.

 Two other knownsubspecies are said toexist, the Urophion andthe Prismatic Roper.

 The rare Utopian is only found near ruins or encampments, heldspecifically by Mind Flayers, and is one of the most dangerous and intelligent species of 

 Ropers. They possess innate psychicabilities, 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 breedto be a better ambush predator, and moreeasily 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 skinand do not have the stalagmite shape of  common Ropers. This mesmeric abilityto 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, sothat it may move in for the kill.

 Rust Monster 

4e Monster Manual pg.216

 Rust Monsters are believed to have beenspawned from tiny metal tick-like creatures that can be found in the Shadow Marches. These metal-banded creatures where commonly releasedagainst the Dhakaani forces to completely destroy their weapons andarmor. 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 isactually extended by devouring ore. The older and more well "fed" a Rust Monster  is the more metallic its hide gets, andthe 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 asingle bite. The creature also possesses a breath weapon capable of corroding metal rather then its usual antennae. They are the nightmare of Warforgedarmies, so much so that the only timethey came close to showing fear in battle was when War Rusters were seen.

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 Satyr 4e Monster Manual pg.2283.5 Monster Manual pg.219

 Of all the fey that inhabit Thelanis, the Satyr is one of the most oxymoronic creatures to ever exist. Although freespirited 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 thanqualified for the position

they have been put in. In fact many Satyrs that die in battle do not merely pass away into nothingness, insteadthey ascend to a higher plane of existence,their forms changing into that of 

Cervidalls. Another strange thing aboutthe Satyrs is there, shall we say,adaptability when it comes to producing offspring. Their blood, not to mentiontheir natures, seem to be more than capable of merging with most other sentient life across the planes, a factthat has produced a number of  interesting beings ranging from Half-elementals and Shadow Satyrs, to those of the Half-fiend and Half-celestial typeas 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 racesthat Satyrs appreciate and accept Orcsseem 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.2243.5 Monster Manual pg.217

 In days of old, when the lesser races first began to build their kingdoms the Sahuagin did the same. Legends claimtheir empire spanned all of the waterssurrounding Khorvaire and northernXen'drik, and evidence does show thatabout the area of Shargons Teeth and as well as the waters aboutnorthern Xen'drik there did indeed exist an empire of some sort, one that predatesseveral of the other races, including humans, by many years. The ruins discoveredare dated from a time whenthe giants held their dominion over the land, within the last 300 years of their  reign. The exact date is unknown butsome cataclysmic event, possibly the onethat destroyed Xen'drik, also leveled this

underwater kingdom. Still, it is unknown who actually ruledthis 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 beasta myriad of tentacles and three strikingeyes devoid of pupils. Though it is rare,some Sahuagin attempt to hold true totheir ancient traditions worshiping thisunknown 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 areseveral varieties known, but all of themshare similar characteristics. These

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

as the Kaparian Island of Xen'drik. Theyare 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 toseason and place to place, but the one who catches the largest Sea Cat isusually the winner. Another rule that

seems to be the mainstay of the sport isthey 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 usuallyenough to cover a season or two of thedelicacy. 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 wayto great celebrations.

 The Orcs of the Shadow Marches rarely hunt them, and even then when giventhe opportunity, they will choose analready dead corpse as a prize instead of  facing a live cat. When they do hunt,they never take more then two or threeadults a year, as more could put a strain on the population, both the cat’s andtheirs. Finally, wariness is the orcs top

 hunting technique as they always keep tothe land and if a seacat even makes it tothe 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 aretied to a greater purpose than mostspecies. Closely related to the Coautls,they were created by Syberis at the sametime as the dragonsand fought both 

them and their  feathered cousinsagainst the fiends. They made up for their relative weak natures with sheer numbers, throwing themselves into battle with a vengeance. Sadly by theend 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 tospend their incredibly long lives continuing their fight against the fiends, though now in a more indirect way by providing help to good alignedadventurers and warriors of light. Somesenmurvs have also been known toassociate themselves with paladinsaffiliated 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 bystrange, multi-colored, winged wolves. Argonessen has a small but prosperoussenmurv population who usually liveunder 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 forcesdestroyed 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 andtheir 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 theChurch of the Soveriegn Host. Legend

states that these dark  creatures were spawned fromthe Shadow of Aureon itself. The Shadow, though  powerful, had no way to give

these stillborn nightmaresany form of life, so turned tothe 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 thatthe Shadows where spawned from fiends who have long been imprisoned within

 Khyber. That they used their taintedspirit to corrupt others, even from their  imprisonment.

 The followers of the Path of Light havetheir 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 anightmare come to Eberron." What the cleric meant by this is unknown, but itseems 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 timeand time again as morestories of shambler  creation are discovered. Years later, in Sarlona,thousands of years before Lhazaar led people to Khorvaire, it issaid that a human druid, again driven a

 madness of paranoia this time, created Shambling Mounds to protect sacredareas of a great forest. In Xen'drik the creature seems to have actually been created by a renegade group of drow longago. Again, the legend states that thedruid 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 Guardian4e Monster Manual pg.1493.5 Monster Manual pg.223

 Before there where warforged, their were Shield Guardians. Though common lessthan a hundred years ago, today they are

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 considered an antiquity from a bygoneera, albeit a powerful one. Since thesigning 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 theside 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 areactually alive and bound with a strangeancient magic called Incarnum. Lady Iashtara, a Riedran Noble, actually hastwo such guardians, both of which aresaid 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 theyand both dragons and giants. Long agothe Shocker Lizard was nothing morethen a mundane reptile similar to that of a gecko or salamander. Experiments performed on them by either of the twospecies magically altered them with 

 rather dramatic results. No only did it gift them with the abilities they showtoday but also with an innateadaptability when experiencing theeffects of nearby manifest zones. This has led to a handful of unique subspeciesthat a scattered throughout the realms.

 One such species, the largest its kind,

 can be found in both the Shadow Marches and Q'barra. Not surprisinglythey have developed into dangerous predators who can reach a size of abouttwelve feet in length. Commonlyencountered 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 theydeem 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 toabsorb magic. This capability allowsthem to enhance their normal electricalabilities to very dangerous levels makingthem one of the more deceptivelydangerous creatures in either location. The only seeming difference between thetwo appears to be the chameleon likeability of the type that hails fromXen’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, itseems to have taken on the traits of the manifestation zones of that area. This Shocker Lizard is thesmallest subspecies, never growing morethen 2-3 feet in length, the averagespecimen no more than a foot and a half  long. They are positively one of the most

unique creatures in all of Eberron. Unlikenormal Shocker Lizards who useelectricity to bring down their prey, the Platinum Shocker Lizard uses a bolt of  Positive Energy, literally overloadingalready 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 thesubcontinent. 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 thedepths. Within Khyber’snumerous 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 aspecialized 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 asan elite warrior caste, loyal to only their  Aboleth creators. Still, they are a raresight, 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 veryunpredictable 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, andthough 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.2443.5 Monster Manual pg.232 

 Spectres can be found within areas wherea great catastrophe has occurred, such as conflagrations, floods, and the numerous

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

 gradually strengthened and warped bythe 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 countedto congregate anywhere there is an

abundance of magical. Multiple theories persistabout their origins, fromthem being natives of  Kythri, to some distant cousin of the Illithid or even being an actualnative of one of Eberron's moons. Since Spell Weavers are incapable of  communicating vocally,and most Psions thatattempted to make

telepathic contact described theexperience as "Having a really badtoothache in your brain", the only way to find anything about them is through their written language. Samples that have been translated seem to support thetheory concerning they’re being from Kythri as well as one of which states

they were created by the Daelkyr, a factthat 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 severalthousand to several hundred thousand characters, each of which has multiple meanings as well as grammaticalsignificance. This likely explains whythe few notes written by Spell Weavers in common languages are very rambling

and completely disjointed. The Spell Weavers are of interest toalmost all the institutes of magical learning, mostly due to the chromaticdisks 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 notelling 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 becomeextinct. The commonspecies havesurprisingly settled

down to pretty stable population, and thereseems 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 inthe 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 inthe numerous deserts of Eberron, the more secluded the better. An interestingquirk they have displayed involves analmost 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 thesame characteristics, so arenot worth noting. The Spider Eaters appear to bethe creation of the Giants,dating from a time before

the destruction of their empire. It seemsthat 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 rumorsdo exist of a unique breed that hasdeveloped in the depths of Khyber.Commonly known as the Phantom Spider Eaters, they are extremely rare

and possess strange abilities that areunique and very dangerous. The creature gets its name from its pale blueexoskeleton.

 Stirge

4e Monster Manual pg.2483.5 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 nuisanceand at their worst a true threat. Found in virtually any climate, they are nativeto every continent including Frostfell.

 Like several other creatures, the Stirge isa 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 specializedabilities that have allowed it to surviveeffectively in their environments.

 The Goliath Stirge of Sarlona is easilythe size of a full grown human, almostsix feet in height, and is a solitary hunter. It usually confines its hunting choices to lesser prey, such as wildanimals, but attacks on humans are notuncommon. Little is known about this Stirge, and the only documentedspecimen 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 subspeciesand is known for itsdeadly swarms, though  more aptly described as flocks because of 

their immense size. Unlike other Stirgethey 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 andaquatic mammals. Because they breatheair they spend much of the time on land or within the shallows hunting in large packs. Their “wings” are in flippers andeach of their legs end in short ill formed feet, more suitable for swimming than

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 walking. Really the most odd inappearance, their coloration, flipper like wings, and large extended proboscis make them bear an uncanny resemblanceto penguin.

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 Tendriculos3.5 Monster Manual pg.241

 The Tendriculous originated in theEldeen Reaches, created by Unseelie fey who needed something to keep humansand other mortal creatures out of the

 Twilight Demesne. The creatures have sincespread to wherever they're neededthroughout the realms, but an Eldeen-nativesubspecies has developed from the original strain. These creatures, called“Flowering Reapers", are

numerous but rarely seen as they are ableto disguise themselves as a glade of  flowers. This camouflage allows them tosuddenly lurch up out of the ground whennon-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.2513.5 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 manifestationzones as well. Dating from the Age of 

 Dragons, Treants aresecretive lot and tend to keep to themselves. Although manysubspecies exist, they allshare similar 

 characteristics. One of the strangestability is their druidic power to awaken creatures, including plants. Many consider awakened trees to be justanother 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 Khorvaireas well. These ancient beings usually inhabit the most reclusive forests andareas, 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 thedescendants of Lizardfolk who fled the wrath of the Dhakaani and Orc nations. They are renowned hunters and live intribal like communities, many of which actually bandtogether with local Koboldtribes. The Troglodytes havedeveloped a unique ability todrive off or sicken their prey

 with a strong musky scent. This ability is very handy,and is one of the few thingsthat has kept them fromdestruction. Few creaturesare even willing to prey onthem, only turning to them when other food has beendriven out.

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 A small tribe of Troglodytes is said toactually hide beneath Sharaat (Sharn),using its tunnels and sewers as a means of travel. These Troglodytes are believedto be descendents of slave stock, and they

are one of the most dangerous tribes in Khorvaire. They appear to worship astrange goddess of Disease, Plagues, and Undeath. It is unknown if this is somenew 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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 Vargouille3.5 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 remaina mystery. Currenttheories propose these planar nightmares to benative to Shavarath, where they can be found wandering the

 battlefields for wounded victims. However another line of thought hasthem being the creation of the Dragons, or at least tied to them in some wayshape or form. Deep within Khyber theytend to inhabit only regions where powerful beings have been imprisoned for 

thousands of years. It is believed thatthe Vargouille actually feeds on the imprisoned life force of such beings, constantly keeping them at a weakenedstate. 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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 Wight4e Monster Manual pg.262 3.5 Monster Manual pg.255

 Throughout history death cults haveexisted usually hiding in the shadows of  whatever culture they where spawned from. The ancient death cults of the

 Keeper from ancient Sarlona spawned thisundead, which arenotoriously viscous, evil,and cunning. Although  other races can become Wights, the majority of them are birthed from fallen humans. No one issure 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 todo as they wish without regards to what others think. Wights hold aspecial place in the fears of men, as it was from them by which the first rose. Today ruins in ancient Sarlona, are saidto have some of the most ancient Wights in the world. Riedranambassadors deny the sheer existence of such ruins, believing there to be no truethreat.

 Will-o'-Wisp

3.5 Monster Manual pg.255

 The Will-o’-Wisp is just one of the many and numerous strange creaturesspawned by regions such as the

 Mournlands. It is unknown what theexact process was involved in their birth, but many have learned to beware thestrange 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 theyare found however, their origins are thesame and many believethat it is the mixture of unruly types of both divineand arcane magics that bring them into being, butno real evidence has been found to support this. The only other known locationthese creatures inhabit onthe 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 twospecies are known to exist, but evidencesuggests that neither one is truly relatedto 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 differentstory, 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 capabilitiesthen the common winter wolves. Theyare 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 relatedto worg of that region, adapted to life inthe frozen areas to the point where it has begun to take on the nature of the landscape, including possible influence bythe 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 canusually located at the Wayfinder  Foundation head office, but does tend to follow Boroman on his travels. Thesurviving members of Boroman'sexpedition refuse to talk about thespecifics 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 largespecimens by himself.

 Worg

4e Monster Manual pg.2653.5 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 hasdeveloped 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 preyand foes. The three species of Khorvaire Worg, commonly known as the Orc Hound, all come from these hounds, eventhe now died out Sarlonan Worg was adescendent 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 aresome of the largest and most dangerous creatures. It seems that the giants of oldexperimented on them, giving themstrange powers, and unlike other Worgsthese creatures are covered in hard reptilian scales.

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 Yrthak 3.5 Monster Manual pg.262 

 The Yrthak is a naturally developingspecies that only inhabits the realm of Xen'drik. The main species is referred toas the Highland Yrthak but there are a few subspecies as well. One other knownspecies is the Lowland Yrthak, which is very small compared to its older cousin. The Lowland or Dwarf Yrthak, inhabitsthe 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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 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 · 14Bone 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 · 19Clockwork 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 · 25Doppelganger · 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 · 30Ettercap · 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 · 45Hippogriff · 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 · 57Maug · 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 · 77Sea 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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Credits

  –   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 

  –   Angel of Decay, Blaspheme, Brain in a Jar, Entropic Reaper, Half-Farspawn, Half-Vampire,

 Illithidae

 – Assassin Vine (Giant Strangler)

  – 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 

  – Hook Horrors, Ixitxachitl, Jermlaine, Julalimus, Leechwalker 

  – Aranea, Blink Dog, Chimera,C k i D d M h

 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  

  –  Marrishi, Nimblewright