Emerald Claw Knight

Eberron: Forge of the Artificer p. 90

Size
Medium
Type
humanoid
Alignment
lawful evil
AC
18 (chain mail, shield)
Hit Points
52 (8d8+16)
Speed
walk 30 ft.
Saving Throws
Wis +2
Skills
Athletics +5, Perception +2
Passive Perception
12
Languages
Common, Dwarvish
Challenge
2
Lineage
Emerald Claw
STR
17
+3
DEX
11
+0
CON
14
+2
INT
13
+1
WIS
10
+0
CHA
13
+1

Traits

Proficiency Bonus

+2

Size

Medium or Small

Gear

Flail, Javelins (5), Chain Mail, Shield

Actions

Multiattack

The knight makes two attacks, using Flail or Javelin in any combination.

Flail

Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8+3) Bludgeoning damage, plus 4 (1d8) Necrotic damage if the knight is Bloodied, and the target has Disadvantage on its next attack roll before the start of the knight's next turn.

Javelin

Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 6 (1d6+3) Piercing damage, plus 4 (1d8) Necrotic damage if the knight is Bloodied.

Other data

description

Order of the Emerald Claw: Driven by fanatical evil and bolstered by legions of undead soldiers, the Order of the Emerald Claw is a villainous organization whose aims often pit its agents against expeditions from Morgrave University. The order's methods range from military raids using undead soldiers to subtle espionage and assassination.

Goals of the Emerald Claw: In service of its undead leader, Lady Illmarrow, the Order of the Emerald Claw seeks powerful magic items, particularly those created with necromantic magic. Often its agents use these items simply to spread terror and destruction, but their efforts ultimately support Lady Illmarrow's goal of reactivating her dragonmark, the extinct Mark of Death.

An Emerald Claw Arc: The conflict between adventurers and the Order of the Emerald Claw might follow this broad outline.

  • Levels 1–4. At low levels, the characters can clash with skeletons and zombies under the Emerald Claw's control. At the same time, they might build a relationship — professional or personal — with an Emerald Claw spy within the Morgrave University faculty, such as Dala Arand (see the "Cyre Tower" section later in this chapter). This spy could even serve as a patron for the characters' expeditions.
  • Levels 5–10. Emerald Claw agents use violence to keep the characters away from treasures the order has claimed. The adventurers might set out explicitly to prevent the Emerald Claw from acquiring powerful magic, or the two groups might be searching for the same sites and treasures. But the Claw agents seem to have inside information on the characters' activities and plans!
  • Levels 11–16. The spy at Morgrave University is uncovered and emerges as a powerful villain — perhaps a mighty necromancer or a vampire — who takes center stage through middle to high levels. Now the Emerald Claw primarily works to get the adventurers out of the way so they can't foil Lady Illmarrow's greater schemes.
  • Levels 17–20. The characters or the Emerald Claw agents acquire information about the Mark of Death, attracting Lady Illmarrow's attention. The would-be Queen of the Dead plans an elaborate ritual in the heart of Shae Mordai, the elven City of the Dead. The rite will destroy the islands of Aerenal and elevate Lady Illmarrow to divinity — unless the characters stop her first.

Emerald Claw Agents: Agents of the Order of the Emerald Claw are soldiers whose obedience to the order and their superiors is absolute. They include the scouts, spies, and warriors, in addition to the stat blocks presented here, and they are often accompanied by Undead troops such as Skeletons, Zombies, and Karrnathi Undead Soldiers. Their leaders include Bone Knights.

Emerald Claw Knight: Knights of the Emerald Claw command squads of Humanoid or Undead soldiers. As they draw nearer to death, the chill of the grave suffuses their weapon attacks.