# Eberron Creatures and NPCs

___

This free, fan-created supplement contains 5e statistics for several creatures and NPCs from the Eberron setting. Created using Homebrewery.

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## Table of Contents

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| Creature | Creature Type | Challenge Rating | Page
|:-|:-|:-:|:-:|
| Artificer, alchemist | Humanoid (any race) | 3 (700 XP) |2
|Artificer, artillerist|Humanoid (any race)|1 (200 XP)|2
|Artificer, battle smith|Humanoid (any race)|4 (1,100 XP)|3
|Carcass crab|Monstrosity|8 (2,200 XP)|4
|Dhakaani hobgoblin|Humanoid (goblinoid)|1/2 (100 XP)|5
|Dhakaani bugbear|Humanoid (goblinoid)|2 (450 XP)|5
|Dolgeist|Aberration|3 (700 XP)|6
|Dragonhawk|Beast|6 (1,200 XP)|6
|Dragonne|Monstrosity|7 (1,400 XP)|7
|Living ray of frost|Construct|1/8 (25 XP)|7
|Scorrow|Monstrosity|7 (1,400 XP)|8
|Valenar warrior|Humanoid (elf)|2 (450 XP)|9
|Warforged raptor|Construct|8 (2,200 XP)|9
  
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___
> ## Alchemist
>*Medium humanoid (any race), any alignment*
> ___
> - **Armor Class** 16 (chain shirt, infusions)
> - **Hit Points** 33 (6d8 + 6)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|13 (+1)|18 (+4)|12 (+1)|10 (+0)|
>___
> - **Saving Throws** Con +3, Int +6
> - **Skills** Investigation +6, Medicine +6, Nature +6
> - **Senses** passive Perception 11
> - **Languages** Common and one other
> - **Challenge** 3 (700 XP)
> ___
>***Alchemical Savant.*** When the alchemist casts a spell, it can add 4 to one roll of damage dealt or hit points healed by that spell (included in its *acid splash* and *healing word* spells below).
>
>***Healing Word (1st Level Spell, Requires a Spell Slot).*** As a bonus action, the alchemist heals a creature it can see within 60 feet that isn't a construct or undead. The creature regains 10 (1d4+8) hit points, or 13 (2d4+8) hit points if the alchemist uses a 2nd level spell slot.
>
>***Infusions.*** The alchemist has two items infused with magical properties: its chain shirt which provides a +1 bonus to its armor class (included), and a jug which functions as an *alchemy jug*. If the alchemist dies, these magical properties end 4 days later.
>
>***Spellcasting.*** The alchemist is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The alchemist has the following artificer spells prepared:
>
>Cantrips (at will): *acid splash* (see "Actions" below), *spare the dying*
>
>1st Level (4 slots): *cure wounds*, *false life*, *grease*, *healing word* (see above), *purify food and drink*, *ray of sickness*
>
>2nd Level (2 slots): *flaming sphere*, *lesser restoration*, *Melf's acid arrow*, *web*
>
> ### Actions
>***Acid Splash (Cantrip).*** The alchemist flings acid at up to two creatures within 60 feet that are within 5 feet of each other. Each target must succeed on a DC 14 Dexterity saving throw or take 11 (2d6 + 4) acid damage.
>
>***Dagger.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.

```
```

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## Artificers
Artificers are masters of magical crafting, able to create wondrous magical effects from mundane tools. They are not commonplace on Khorvaire the way magewrights are; rather, artificers are exceptional individuals working on the frontier of magical technology.

___
> ## Artillerist
>*Medium humanoid (any race), any alignment*
> ___
> - **Armor Class** 16 (chain shirt, infusions)
> - **Hit Points** 22 (4d8 + 4)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|13 (+1)|16 (+3)|12 (+1)|10 (+0)|
>___
> - **Saving Throws** Con +3, Int +5
> - **Skills** Arcana +5, Perception +3
> - **Senses** passive Perception 13
> - **Languages** Common and one other
> - **Challenge** 1 (200 XP)
> ___
>***Infusions.*** The artillerist has two items infused with magical properties: its chain shirt which provides a +1 bonus to its armor class (included), and its spellcasting focus which provides a +1 bonus to its spell attack rolls (included). If the artillerist dies, these magical properties end 3 days later.
>
>***Spellcasting.*** The artillerist is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +6 to hit with spell attacks). The artillerist has the following artificer spells prepared:
>
> Cantrips (at will): *fire bolt*, *shocking grasp* (see "Actions" below)
>
> 1st Level (3 slots): *expeditious retreat*, *faerie fire*, *false life*, *feather fall*, *shield*, *thunderwave*
>
> ### Actions
>***Multiattack.*** The artillerist makes an attack with its Eldritch Cannon and casts a spell with a casting time of one action.
>
> ***Eldritch Cannon.*** *Ranged Spell Attack:* +6 to hit, range 120 ft., one target. *Hit:* 9 (2d8) force damage damage, and if the target is a creature, the artillerist can push it up to 5 feet away.
>
> ***Fire Bolt (Cantrip).*** *Ranged Spell Attack:* +6 to hit, range 120 ft., one target. *Hit:* 5 (1d10) fire damage.
>
> ***Shocking Grasp (Cantrip).*** *Melee Spell Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 4 (1d8) lightning damage and the target can't take reactions until the start of its next turn. This attack has advantage if the target is wearing armor made of metal.

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### Artillerist
Artillerists specialize in magical ranged combat using wands and spells. During the Last War, many nations relied on their firepower and inventions.

### Alchemist
Alchemists concoct magical substances both benign and harmful. The work of alchemists in the past created many of the potions used in Eberron today.

### Battle Smith
Battle smiths combine the skills of a soldier with the practice of artifice. Many march into combat with a personalized iron defender construct by their side (see *Eberron: Rising From the Last War*).

___
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> **Variant: Non-Spellcasting.** To simplify management of an artificer NPC's spells, you can ignore all of its spells, except the spells whose effects are described in the stat block. This does not change the artificer's challenge rating.


___
___
> ## Battle Smith
>*Medium humanoid (any race), any alignment*
> ___
> - **Armor Class** 17 (half plate, infusions)
> - **Hit Points** 52 (8d8 + 16)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|13 (+1)|14 (+2)|18 (+4)|12 (+1)|10 (+0)|
>___
> - **Saving Throws** Con +4, Int +6
> - **Skills** Arcana +6, Investigation +6, History +6, Perception +3
> - **Senses** passive Perception 13
> - **Languages** Common and one other
> - **Challenge** 4 (1,100 XP)
> ___
>***Battle Ready.*** The battle smith's weapon attacks are magical, and it adds its Intelligence modifier to attack and damage rolls with them instead of Strength or Dexterity.
>
>***Branding Smite (2nd Level Spell, Requires a Spell Slot).*** As a bonus action, the battle smith begins concentrating on this spell for up to a minute. The first time it hits a creature with a weapon attack before this spell ends, the attack deals an extra 7 (2d6) radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
>
>***Infusions.*** The battle smith has three items infused with magical properties: its half plate which provides a +1 bonus to its armor class (included), its heavy crossbow which has a +1 bonus to its attack and damage rolls and lacks the loading property (included), and its greatsword which has a +1 bonus to attack and damage rolls and grants it the Radiant Flare reaction (included). If the battle smith dies, these magical properties end 4 days later.
>
>***Spellcasting.*** The battle smith is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The battle smith has the following artificer spells prepared:
>
>Cantrips (at will): *mending*, *light*
>
>1st Level (4 slots): *cure wounds*, *faerie fire*, *false life*, *heroism*, *sanctuary*, *shield*
>
>2nd Level (3 slots): *aid*, *blur*, *branding smite* (see above), *heat metal*, *warding bond*
>
> ### Actions
>***Multiattack.*** The battle smith makes two weapon attacks.
>
>***Greatsword.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.
>
>***Heavy Crossbow.*** Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. *Hit:* 10 (1d10 + 5) piercing damage.
>
> ### Reactions
>
>***Radiant Flare (2/Day).*** If the battle smith is wielding its greatsword, after being hit by an attack it can force the attacker to make a DC 14 Constitution saving throw. If it fails, the attacker is blinded until the end of the attacker's next turn.

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## Carcass Crab

Enormous crabs of unknown origin roam the Mournland, and occasionally wander out of it to menace the surrounding nations. They decorate their carapaces with piles of weapons, armor, and bodies, like walking reminders of the Last War's horrors.

A carcass crab has 6 barbs which it can launch at foes. It regrows expended barbs when it finishes a long rest.

___
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___
___
> ## Carcass Crab
>*Huge monstrosity, unaligned*
> ___
> - **Armor Class** 19 (natural armor)
> - **Hit Points** 126 (11d12 + 55)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|13 (+1)|20 (+5)|5 (-3)|10 (+0)|9 (-1)|
>___
> - **Saving Throws** Str +9, Dex +4
> - **Skills** Perception +3
> - **Senses** darkvision 60 ft., passive Perception 13
> - **Languages** –
> - **Challenge** 8 (2,200 XP)
> ___
>***Camouflage.*** When the crab is motionless in an area littered with corpses, weapons, and armor, a successful DC 16 Wisdom (Perception) check is necessary to notice it.
>
>***Spiny Defense.*** If a creature makes a melee attack against the crab while within 5 feet of it, roll 1d20 + 8. If the result is equal or above the creature's armor class, the creature takes 3 (1d6) piercing damage.
>
>***Venomous.*** A creature hit by the crab's bite or barb attack must make a DC 16 Constitution saving throw or be poisoned. A creature poisoned in this way is stunned as long as it's poisoned, and can repeat the saving throw at the end of each of its turns, recovering from the poison on a success.
> ### Actions
>***Multiattack.*** The crab makes a bite attack, then makes two more attacks with either its claws or its barbs.
>
>***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature grappled by the crab. *Hit:* 11 (2d4 + 6) piercing damage.
>
>***Claw.*** *Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 16 (3d6 + 6) bludgeoning damage, and if the target is a Large or smaller creature, it's grappled (escape DC 16). The crab has two claws, each of which can grapple one target. On a hit, instead of grappling, the crab can force a Large or smaller creature to make a DC 17 Strength saving throw or be pushed back 10 feet and knocked prone.
>
>
>***Barb.*** *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 6 (2d4 + 1) piercing damage.







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## Dhakaani
The goblinoids of the Dhakaani Empire once ruled Khorvaire, but they were forced to take refuge underground when the daelkyr invaded. Now the Dhakaani clans are resurfacing, and many aspire to rebuild their fallen empire.

### Dhakaani Hobgoblin
Among the Dhakaani, hobgoblins serve both as leaders and as the backbone of the goblinoid armies. In battle they favor tactical superiority over raw power.

### Dhakaani Bugbear
All Dhakaani bugbears are trained for combat. They are often sent to ambush unaware enemies, charging in and sowing havoc as a prelude to the hobgoblins' advance.

___
> ## Dhakaani Hobgoblin
>*Medium humanoid (goblinoid), any lawful alignment*
> ___
> - **Armor Class** 18 (chain mail, shield)
> - **Hit Points** 19 (3d8 + 6)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|13 (+1)|14 (+2)|10 (+0)|10 (+0)|9 (-1)|
>___
> - **Saving Throws** Str +4, Con +4
> - **Senses** darkvision 60 ft., passive Perception 10
> - **Languages** Goblin
> - **Challenge** 1/2 (100 XP)
> ___
>***Disarming Critical.*** When the hobgoblin inflicts a critical hit against a Large or smaller creature with a weapon attack, it chooses an item the creature is holding and forces the creature to make a DC 12 Strength saving throw, with advantage if the item is held in two hands. On a failure, the item falls at the creature's feet.
>
>***Pack Tactics.*** The hobgoblin has advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 ft. of the creature and the ally isn’t incapacitated.
>
> ### Actions
>***Flail.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage, and if the target is a creature, it has disadvantage on the next attack it makes before the end of its next turn.
>
>***Longbow.*** *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.

```
```
___
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> **Variant: Dhakaani Hobgoblin Archer.** A Dhakaani hobgoblin can be adjusted in the following ways to represent specialization in archery: 
>* Reduce its Strength to 13 (+1), which reduces the hobgoblin's Strength saving throw modifier, Flail attack roll modifier, and Flail damage by 1.
> * Increase its Dexterity to 14 (+2), which increases the hobgoblin's Longbow attack roll modifier and Longbow damage by 1.
>
> This does not change the Dhakaani hobgoblin's challenge rating.

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___
> ## Dhakaani Bugbear
>*Medium humanoid (goblinoid), any lawful alignment*
> ___
> - **Armor Class** 15 (chain shirt)
> - **Hit Points** 38 (7d8 + 7)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|14 (+2)|13 (+1)|8 (-1)|11 (+0)|9 (-1)|
>___
> - **Saving Throws** Str +4, Con +3
> - **Skills** Stealth +6
> - **Senses** darkvision 60 ft., passive Perception 10
> - **Languages** Goblin
> - **Challenge** 2 (450 XP)
> ___
>***Ambusher.*** In the first round of combat, the bugbear has advantage on attack rolls against any creature it surprised.
>
>***Brute.*** A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
>
>***Cleave.*** When the bugbear reduces a creature to 0 hit points with a melee weapon attack on its turn, it can use a bonus action to make a melee weapon attack against another target within its reach. 
>
> ### Actions
>***Greataxe.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 15 (2d12 + 2) slashing damage.
>
>***Longbow.*** *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.

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## Dolgeist
Among the aberrations created by the daelkyr's meddling are the dolgeists, vaguely recognizable as mutated bugbears. They are hairy creatures with six limbs, each ending in a spiked crab-like claw. The head of a dolgeist is goblinoid but many-eyed, and its lower jaw splits sideways as its mouth opens.

___
> ## Dolgeist
>*Medium aberration, chaotic evil*
> ___
> - **Armor Class** 14 (natural armor)
> - **Hit Points** 65 (10d8 + 20)
> - **Speed** 40 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|15 (+2)|14 (+2)|7 (-2)|10 (+0)|8 (-1)|
>___
> - **Saving Throws** Str +5, Dex +4
> - **Skills** Athletics +5, Perception +2, Stealth +6
> - **Senses** darkvision 120 ft., passive Perception 12
> - **Languages** Deep Speech, Goblin
> - **Challenge** 3 (700 XP)
> ___
>***Sneak Attack (1/Turn).*** When the dolgeist makes an attack with advantage and hits a creature, it deals an extra 7 (2d6) damage.
>
>***Spider Climb.*** The dolgeist can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
>
> ### Actions
>***Multiattack.*** The dolgeist makes two attacks: one with its bite and one with its claws.
>
>***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
>
>***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 15) if it's a Large or smaller creature.
>
>***Spit (Recharge 5-6).*** *Ranged Weapon Attack:* +4 to hit, range 20/60 ft., one creature. *Hit:* 6 (1d8 + 2) acid damage, and the target must make a DC 12 Dexterity saving throw or be blinded. If a creature (including the target) uses an action to wash the target's eyes with water in the next minute, the target is no longer blinded.
>
>***Molt (1/Day).*** The dolgeist crawls out of its own skin, reducing its armor class to 12. It then may end the grappled and restrained conditions on itself and move up to its speed without provoking opportunity attacks. The dolgeist's armor class returns to 14 once it finishes a long rest.

```
```

___
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A dolgeist's preferred hunting tactic is to hide among stalactites, blind unsuspecting prey with its acidic spit, and then rush in to grab the prey and drag it off while devouring it alive.

(Disclaimer: This is an original creature, and not adapted from a prior Eberron publication. Credit is due to Reddit user DaddyDMWP for helping to create the concept for this creature.)

## Dragonhawk
The dragonhawk is an enormous bird used as a flying steed by Aundairian soldiers and athletes alike. Due to its majesty, it represents Aundair in heraldry. A long feather on its beak senses vibrations in the air.

___
> ## Dragonhawk
>*Huge beast, unaligned*
> ___
> - **Armor Class** 13 (natural armor)
> - **Hit Points** 115 (10d12 + 50)
> - **Speed** 10 ft., fly 120 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|12 (+1)|20 (+5)|2 (-4)|14 (+2)|6 (-2)|
>___
> - **Saving Throws** Dex +4
> - **Skills** Perception +5, Survival +5
> - **Senses** passive Perception 15
> - **Languages** –
> - **Challenge** 6 (1,200 XP)
> ___
>***Blindsense.*** The dragonhawk can detect the presence and position of any creature within 60 feet of it, as long as there is an uninterrupted path through the air between the dragonhawk and the creature.
>
>***Keen Sight.*** The dragonhawk has advantage on Wisdom (Perception) checks that rely on sight.
> ### Actions
>***Multiattack.*** The dragonhawk uses its Wings if it can and makes two attacks: one with its beak and one with its claws.
>
>***Beak.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14 (3d4 + 6) piercing damage.
>
>***Claws.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 24 (4d8 + 6) slashing damage.
>
>***Wings (Recharge 5-6).*** Each creature within 10 feet of the dragonhawk must succeed on a DC 17 Dexterity saving throw or be knocked prone and take 13 (2d6 + 6) bludgeoning damage. A creature riding or grappled by the dragonhawk is unaffected.

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## Dragonne

The dragonne is a fierce predator combining the features of lions and dragons. Because of its keen senses, it is featured on the crest of House Tharashk.
___
> ## Dragonne
>*Large monstrosity, neutral*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** 127 (15d10 + 45)
> - **Speed** 40 ft., fly 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|15 (+2)|17 (+3)|6 (-2)|12 (+1)|12 (+1)|
>___
> - **Skills** Perception +4, Survival +4
> - **Senses** darkvision 60 ft., passive Perception 14
> - **Languages** Draconic (in Argonessen) or Goblin (in Khorvaire)
> - **Challenge** 7 (1,400 XP)
> ___
>***Alert.*** Attackers don't gain advantage on attacks against the dragonne due to being unseen by it.
>
> ***Keen Smell.*** The dragonne has advantage on Wisdom (Perception) checks that rely on smell.
>
>***Pounce.*** If the dragonne moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the dragonne can make one bite attack against it as a bonus action.
>
>***Tracker.*** The dragonne has advantage on Wisdom (Survival) checks made to follow a creature's trail.
> ### Actions
>***Multiattack.*** The dragonne makes three attacks: one with its bite and two with its claws.
>
>***Roar (Recharge 5-6).*** Each creature other than a dragonne within 120 feet of the dragonne that can hear it must succeed on a DC 14 Constitution saving throw or be frightened by it for 1 minute. Creatures other than dragonnes within 30 feet of the dragonne when it roars are also deafened for 1 minute. An afflicted creature can make a DC 14 Constitution saving throw at the end of each of its turns, recovering from the effects of the roar on a success.
>
>***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.
>
>***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.


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## Living Ray of Frost
Many inexplicably living spells haunt the Mournland, not all of which are especially dangerous. This stat block for a living *ray of frost* can be used as a template for creating other living cantrips.

**Constructed Nature.** A living spell doesn't require air, food, drink, or sleep.

___
> ## Living Ray of Frost
>*Small construct, unaligned*
> ___
> - **Armor Class** 14 (natural armor)
> - **Hit Points** 9 (2d6 + 2)
> - **Speed** 25 ft., fly 25 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|12 (+1)|13 (+1)|3 (-4)|6 (-2)|6 (-2)|
>___
> - **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks
> - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
> - **Senses** darkvision 60 ft., passive Perception 8
> - **Languages** –
> - **Challenge** 1/8 (25 XP)
> ___
>***Amorphous.*** The living spell can move through a space as narrow as 1 inch wide without squeezing.
>
>***Magic Resistance.*** The living spell has advantage on saving throws against spells and other magical effects.
>
> ### Actions
>***Spell Mimicry.*** *Ranged Spell Attack:* +3 to hit, range 60 ft., one creature. *Hit:* 4 (1d8) cold damage, and the target's speed is reduced by 10 feet until the start of the living spell's next turn.


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## Scorrow
The Scorrow are a race native to Xen'drik, with the head, torso, and arms of an elf and the lower body of a giant scorpion. They believe they are descended from elves blessed by the scorpion god Vulkoor, and live mainly as reclusive nomadic hunters.

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___
___
> ## Scorrow
>*Large monstrosity, any chaotic alignment*
> ___
> - **Armor Class** 17 (natural armor)
> - **Hit Points** 93 (11d10 + 33)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|16 (+3)|16 (+3)|13 (+1)|13 (+1)|12 (+1)|
>___
> - **Saving Throws** Wis +4, Cha +4
> - **Skills** Perception +4, Stealth +6, Survival +7
> - **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 14
> - **Languages** Giant
> - **Challenge** 7 (1,400 XP)
> ___
>***Fey Ancestry.*** The scorrow has advantage on saving throws against being charmed, and magic can't put it to sleep.
>
>***Innate Spellcasting.*** The scorrow can innately cast *animal friendship* at will, requiring no components, targeting only scorpions. Its spellcasting ability is Wisdom (spell save DC 12).
>
>***Magic Resistance.*** The scorrow has advantage on saving throws against spells and other magical effects.
>
> ### Actions
>***Multiattack.*** The scorrow makes three attacks: two with either its longswords or its boomerangs, and one with its sting. 
>
>***Longsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
>
>***Sting.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
>
>***Boomerang.*** *Ranged Weapon Attack:* +8 to hit, range 20/60 ft., one target. *Hit:* 8 (1d6 + 5) piercing damage.
> ### Reactions
>***Reflexive Sting (Recharge 5-6).*** When a creature the scorrow hasn't attacked since the start of its last turn targets it with a melee attack, the scorrow makes a sting attack against the creature.

\page

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## Valenar Warrior
The elves of Valenar are warriors from the Tairnadal society of Aerenal, searching for challenging opponents in Khorvaire so that they may emulate the acheivements of their ancestors. 

Not all Valenar elves have the same specialties as the one described by the stat block below; consider this a template to be modified with different features and abilities.

___
> ## Valenar Warrior
>*Medium humanoid (elf), any alignment*
> ___
> - **Armor Class** 15 (studded leather)
> - **Hit Points** 42 (5d8 + 15)
> - **Speed** 35 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|17 (+3)|16 (+3)|10 (+0)|12 (+1)|10 (+0)|
>___
> - **Saving Throws** Str +3, Dex +5
> - **Skills** Animal Handling +3, History +2, Perception +3, Stealth +5
> - **Senses** darkvision 60 ft., passive Perception 13
> - **Languages** Common, Elvish
> - **Challenge** 2 (450 XP)
> ___
>***Fey Ancestry.*** The warrior has advantage on saving throws against being charmed, and magic can't put it to sleep.
>
>***Mask of the Wild.*** The warrior can attempt to hide even when only lightly obscured by natural phenomena.
>
> ### Actions
>***Multiattack.*** The warrior makes two attacks with its double-bladed scimitar.
>
>***Double Bladed Scimitar.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
>
>***Longbow.*** *Ranged Weapon Attack:* +5 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
> ### Reactions
>***Protection.*** When the warrior is wielding a melee weapon, and a creature it can see makes a melee attack against a target within 5 feet of the warrior, the warrior imposes disadvantage on the attack.

```
```

___
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## Warforged Raptor
Shaped somewhat like a crane with the wings and legs of a dragonfly, the warforged raptors are among House Cannith's most ambitious war projects. These flying constructs are intelligent enough to fight autonomously, but not particularly creative. Due to magical mechanisms in the construct's design, a warforged raptor can hurl a functionally unlimited number of rocks.

**Constructed Nature.** A warforged raptor doesn't require air, food, drink, or sleep.

___
> ## Warforged Raptor
>*Large construct, unaligned*
> ___
> - **Armor Class** 18 (natural armor)
> - **Hit Points** 153 (18d10 + 54)
> - **Speed** 15 ft., fly 90 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|16 (+3)|16 (+3)|5 (-3)|12 (+1)|1 (-5)|
>___
> - **Skills** Perception +4
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
> - **Damage Immunities** poison
> - **Condition Immunities** blinded, poisoned
> - **Senses** darkvision 60 ft., passive Perception 14
> - **Languages** understands Common but can't speak
> - **Challenge** 8 (2,200 XP)
> ___
>***Dive Attack.*** If the raptor is flying and dives at least 30 feet straight toward a target and then hits it with a beak attack, the attack deals an extra 11 (2d10) damage to the target.
>
>***Magic Weapons.*** The raptor's weapon attacks are magical.
> ### Actions
>***Multiattack.*** The raptor makes three attacks: one with its beak and two with its wings, or three Rock attacks against three different targets.
>
>***Beak.*** *Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
>
>***Wing.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
>
>***Rock.*** *Ranged Weapon Attack:* +9 to hit, range 120/360 ft., one target. *Hit:* 13 (2d6 + 6) bludgeoning damage.