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Overlord - Maw of Mountains

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41 views7 pages

Overlord - Maw of Mountains

Overlord_-_Maw_of_Mountains Overlord_-_Maw_of_Mountains Overlord_-_Maw_of_Mountains Overlord_-_Maw_of_Mountains

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romanoff9564
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We take content rights seriously. If you suspect this is your content, claim it here.
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1

CREDITS TABLE OF CONTENTS


Designer: Jamie Bernstein
Editor: Matthew “Regitnui” Booth
Art Director: Jamie Bernstein
Graphic Designer: Jamie Bernstein
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover Illustrator: Jamie Bernstein, using art by Lore Wise
Games
Special Thanks: To all the members of the Eberron Discord
server that have given advice, criticism and encouragement
for this project.

ON THE COVER

The cover features a collage of art from Pixabay.com with a


central piece by Lore Wise Games, available on DriveThruRPG.
The central symbol of Shakrast Har was designed and created
by Jamie Bernstein.

BOOK NOTATION
This book refers to spells and items from several sources
denoted with the following abbreviations. If a source is not
specified, it comes from the Player’s Handbook or the Dungeon
Master’s Guide.

• Xanathar’s Guide to Everything – XGE


• Tasha’s Cauldron of Everything – TCoE

Words highlighted solely in bold denote a monster with a stat


block in the Monster Manual, Volo’s Guide to Monsters or
Mordenkainen’s Tome of Foes.
Words in italics denote a magic item or spell; magic items are
capitalized.

All information in this book is intended to work alongside the


current lore and canon details of the Eberron setting, alongside
the continued work of Keith Baker.

For any queries, questions, feedback or fact-checking, please


feel free to join the Eberron Discord Server here; the members
(who are themselves extraordinarily helpful) will likely be able
to assist, but you are more than welcome to send me a
message directly via the server.

Thank you for your support!

Disclaimer: The Library of Ashtakala is not responsible for any treasure-related deaths that might occur as a result of this document. Seriously, have you seen
adventurers? You’d think they enjoy it, with how readily they die for a few scraps of gold. Tell them there’s a magic sword in the mouth of the ancient horror trapped
beneath an active volcano and they’ll either leap in or free the Overlord for you. Remember, work smart, not hard.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2022 by Jamie Bernstein and published under the Community Content Agreement for Dungeon Masters Guild.

2
A hundred hands claw the earth and carve tunnels within
the world. Bass tremors herald the arrival of Shakrast
Har - the Overlord of claustrophobia and the crushing • Enemy of my Enemy: A Mror clan seeks to use
depths. The Deep Carver unbound is transient and the power of Shakrast Har to crush Dyrrn the
Corruptor and reclaim Sol Udar. Whether they
roaming; it feeds on the fear created by its destruction as
are evil cultists, ambitious fools, or clueless
it hibernates for years - before swallowing cities whole.
hopefuls, the dwarves teeter on the edge of
The archfiend ruled no nation of weak mortals, for it
ruin. The party must race to unearth the truth
roamed through Eberron and into Khyber itself, leaving
of this ancient power before the Overlord
vast tunnels in its wake. Only when the awful
shatters the Holds in its wake.
anticipation of its disappearance reached a peak did it
rise from the earth to consume and destroy. Its primal
connection to earth and stone gives the archfiend a
• World Ender: The aberrant servants of Dyrrn
have appeared uninterested in conquering the
sense for rare metals taken from the ground. Places with
Holds, fending off the dwarves from Sol Udar in
collections of gems and coin are prime targets to be
a defensive battle. A Doldarun scholar has
devoured, and returned to their proper state - buried.
uncovered the terrifying truth - that the
Corruptor has its sights set on a far larger target.
When Shakrast Har strikes, only the luckiest survive. As
Deep beneath the Fist of Onatar, the daelkyr is
the Overlord erupts from the ground, its presence alone
corrupting the Realmeater itself - and soon, the
shatters the land to pieces. The Realmeater’s favored
first aberrant Overlord will fall under its thrall.
form is an immense granite centipede from which
hundreds of humanoid arms sprout. It claws at
everything in reach, shoveling buildings and people into • All that Glitters: The elite organization known as
the vast mouth on its underbelly, consuming until there the Aurum was born in the Holds under Antus
is nothing left. Its 200ft-long serpentine form ends in a ir’Soldorak. This private society is known for its
head devoid of features that groans like the grinding of exclusive membership and fabulous wealth, but
continents. few know of the Shadow Cabinet at its heart; a
group that seeks to pull the strings of events in
It is said that those eaten by the Maw are thrown into its Khorvaire. A sudden disappearance sets the PCs
heart demiplane - a nightmarish labyrinth of caverns so on a trail to uncover the conspiracy beneath the
tight that one must crawl for miles to survive. Those surface; the Aurum’s obsession with wealth is
swallowed by the churning earth around the Overlord the symptom of a cult of Shakrast Har. Its spread
suffer a worse fate. Victims are encased in the rapidly across Khorvaire has one singular aim - to
drying mud like coffins to prolong their terror in the recover artifacts for the release of the Maw, and
dark. rule over Khorvaire using the Overlord as a
weapon of mass destruction.
In the modern age, the Overlord’s physical form is bound
within the Fist of Onatar - an active volcano in the • Reality Like a Landslide: As the party meet on
southern Mror Holds. The regional influence of the the road to a small Mror town, the calm morning
Overlord creates all manner of seismic events, from is broken by a sudden tremor. A moment later,
earthquakes and tremors to mudslides and sinkholes. the entire town is shattered into rubble by a vast
The more subtle influence of Shakrast Har is an urge to titan erupting from the earth, a hundred hands
dig, and delve, to descend into the earth. The vast mines shovelling broken buildings into the maw in its
of the Mror and their desire to reclaim Sol Udar have chest. In a matter of seconds, the town is wiped
long been fanned by this flame. The disappearance of off the map, as the immense horror dives back
Clan Noldrun so close to the Fist is surely no coincidence. into the stone, sundering the nearby mountains.
To the south, the prospectors of Q’barra Left in the dust, the party are the only witnesses
and their dragonshard mines are a more to a truth that will lead them from Flamekeep to
recent casualty, with growing Tempest Isle - that the Realmeater has been
repercussions for the unleashed once more.
whole of Khorvaire.
• Belly of the Beast: The party discovers that a key
item or relic of Onatar was lost in an ancient
battle after being swallowed by the Overlord. To
reclaim it, they must jump into the jaws of the
beast, and fight tor freedom from the inside out.

3
Those fully corrupted by the Deep Carver become one with
the stone. Their skin turns grey and rocky; their eyes
During the Age of Demons, the Deep Carver swam
attune to the pitch dark and shun the open sky. Their
through the world with a shoal of lesser fiends. When the
transformation into duergar is rapidly complete. Many
Overlord breached the surface to devour and destroy, its
bind further demonglass to their flesh, granting them a
servants made sure that no one escaped, seeking
fiendish ability to grow by accreting earth and stone to
survivors with hungry intent. Many of these fiends have
their forms. Others use this to coat themselves in a layer
no permanent form. Instead, they exist as large shards of
of rock and dirt, becoming visually identical to the
demonglass - crystallisations of the Overlord’s will. While
mountains to the point of invisibility.
near stone or earth, these shards can pull the rock around
them into a physical form controlled by the fiend’s mind.
The aims of these duergar and the Cults of the Maw are
As a result, many of the Maw’s minions are visually
simple; by releasing fiends and unshackling the Deep
elemental in nature. Dust mephits, xorns, and galeb duhr
Carver, their might will end the petty squabbles of the
with the Fiend type might represent these forces. More
clans and reclaim Sol Udar, heralding a new age for
powerful fiends maintain a constant physical form;
dwarvenkind. The loss of entire clans to the stomach of
goristros, mariliths, and rakshasa serve as the elite of the
the Overlord is a small price to pay for their dominion.
Maw, gaining a burrowing speed to mark their origin.

Many of these powerful fiends were sealed alongside the


Maw beneath the Fist of Onatar. Those formed from The artifacts of the Maw are carved from stone and
demonglass lie physically sealed within the earth - but demonglass. They range from earthen armor that binds
their influence seeps out still. In the millennia since the to the skin, to tools that reshape the world to build and
Age of Demons, some of these fiendish crystals have been destroy. The demonglass of Shakrast Har converts flesh
unearthed by the mountain weather and washed into to stone, conferring protection from mortal blows.
Mirror Lake. Others have been excavated by the workings Cultists might wield such items, including Bracers of
of the Mror. Treated like unique gems or cursed baubles, Defense, Demon Armor and Barrier TattoosTCE. The fiendish
these corruptions speak out to their owners, subtly essence of the demonglass carries a heavy price; its
influencing them to dig deeper for the earth’s riches. corrupting influence weighs on the mind, driving the
Those lost to their own hunger and greed often strive to bearer to hunger for riches and the earth’s embrace.
become closer to the gemstones they crave. The final step
is to implant the demonglass into their own bodies, Other magic items grant control of the world itself. Lyres
becoming a host for the fiend they now serve. of BuildingTCE and Quakehammers* shape stone at the
bearer’s command. The most powerful examples of such
Dwarven cults that serve the Maw of Mountains often items are Rings of Earth Elemental Command formed from
spring from the discovery of these demonglass shards. the essence of the Maw’s most powerful fiends.
The historical wish to return to the Realm Below merges
with a hunger for metals and gems - a potent mix that
leads to insidious Cults of the Dragon Below. Cultists
often hide in plain sight, using the Mror fashion for
gemstones and rare metals to hide marks of their
allegiance. Wealthy members of the clans plot out new
mines, digging deep to uncover buried demonglass and
other remnants of the Age of Demons. These are often
traded as curiosities to the unknowing, triggering a
spreading infection of greed and obsession that dwells
beneath the surface of society.

Characters and cultists that make deals with the forces


of the Maw might gain innate boons as detailed below.
Characters can choose to use Intelligence, Wisdom or
Charisma as their spellcasting modifier for these spells.

Level 1-5: As a reaction to being hit by a melee attack,


you gain temporary hit points equal to your level. The
attacker takes bludgeoning damage equal to your level.
Level 6-10: You gain an unarmored AC of 13 + Dexterity.
Level 11-16: You can cast passwall or stone shape once per
day without using or requiring a spell slot.
Level 17:20: You can cast earthquake once per day,
centered on yourself. You are immune to its effects.

4
hammer that drove open the cracks caused by the
Overlord’s movement. The resulting fissures burst open
The blessings of Shakrast Har can manifest as
with lava, surrounding the screaming archfiend with the
destructive magic and brutish strength. Pacts with the
blood of Khyber - and separating it from the stone of
Overlord might grant the powers of a Dao Warlock; the
Eberron. With no solid handholds, the Overlord was
Genie’s Vessel might transport characters to a cavern
rendered powerless for a moment, and sealed by the
deep within the earth – or even into the Overlord’s heart
Sovereigns within a massive Khyber dragonshard.
demiplane itself. Druids of the Land might wield power
from the Deep Carver, believing it to be from a powerful
Onatar’s Hammer still lies deep within the caverns of the
nature spirit. Storm Herald Barbarians might gain skin
Fist - named for the Overlord that lies helpless in the
of stone while raging, protecting them injury. Their
palm of the Sovereign’s hand. The eldritch machine is
Storm Aura could either burn as their body becomes like
nigh-indestructible and tempered in the fires of the
molten lava, or grant temporary hit points via rocky
dragon’s breath, but its removal would herald the Maw’s
plates that accrete on the skin of allies.
explosive return. Its purpose is to maintain the magma
that surrounds the prison by heating the stone like a
The physical presence of Shakrast Har also results in
forge. Without the Hammer, the Fist’s caldera would
rare tieflings among the Mror. With flint teeth or
cool over time, exposing the Khyber shard to Eberron’s
gemstone hair, these dwarves are seen as dangerous
solid rock once more. The Prophetic cage would shatter -
planetouched, with the ability to cause tremors and
and the Realmeater would erupt from the mountain’s
shatter rock when enraged. A tiefling of Shakrast Har
corpse.
might use the racial statistics of an Earth Genasi,
Duergar or Deep Gnome.

Mror legends hold that Kol Korran and Onatar worked


together to calm the Fist of Onatar - the massive volcano
in the south of the Mror Holds. Kol Korran sated the
mountain’s hunger with wealth and jewels to distract it
as Onatar dived within; there, the Sovereign hammered a
gilded cage with the molten wealth, and locked the heart
of the volcano inside. Ever since, the summit’s desire has
been gripped in the palm of Onatar’s hand - giving rise
to its common name. The mouth of Shakrast Har is a vast portal to its heart
demiplane - a stomach that feasts on the fear of the
The myth is often used by the Mror as a tale of unity and buried. Being swallowed means falling into a fathomless
consideration; the gregarious Kol Korran and the ravine; a drop into pitch darkness that ends with the
reserved Onatar were willing to work together for the victim very much alive. No matter how much you fall, you
greater good in spite of their differences, just as the never be injured in the Hungering Tomb. After all, that
clans once did to form the Holds. Similarly, it is a tale of just means you are descending deeper. The demiplane is
warning against greed and hunger. A warning against formed from twisting tunnels bored through stone; a
the Mror delving deep to return to the Sol Udar that cast spiralling maze where all paths lead down. Staying still is
them out. Few dwarves but the most devout believe there never an option. Those attempting to rest find the stone
is any truth to the tale; the dragons know otherwise. floor creeping over them like a living coffin, slowly
sealing them in place. The demiplane’s name is not
The first Flame of the Forge and Master of the Hoard did poetic; it is simply a promise.
indeed work together to combat the Realmeater. The
deals and diplomacy of Kol Korran drew the draconic The tunnels of the Tomb range from comfortable to
armies together and gathered vast wealth to bait the painfully narrow. Many subtly shift and shrink, forcing
Overlord in. The withdrawn Onatar laboured to craft the prisoners to squeeze for hours on their stomach in the
eldritch machine that isolates the Maw from the dark. As prey continue on, the walls very literally press in
stone of Eberron - a critical part of the on them, forcing them forwards as the way backwards
Prophecy that binds it. In truth, closes shut. Getting stuck means getting swallowed by
the Fist of Onatar was never a the stone. Those roaming within often feel reaching
volcano until the Overlord’s arms and frozen faces in the walls - the proof of the fate
arrival sundered it from that awaits the Maw’s victims. These statues are not
within. The forces of Kol petrified; they suffocated to death, locked in shells of
Korran dived into the rock as they ran out of air to scream. The deeper one
fray against the travels, the more clutching their arms become. Even
Realmeater’s fiends as worse, things swim through the stone of these halls.
Onatar prepared for the Things with wide jaws and too many hands that threaten
final blow. The Sovereign’s to pull lost creatures straight into the walls. Demons that
work is the eldritch pray on the mind and drive forward those that try to rest.
machine hidden at the heart of
the Fist of Onatar; a seismic

5
Their cries echo down the tunnels, directionless and
shrill. Those that never give in to their fear offer no
nourishment to the Overlord; if they last long enough, The feud between Shakrast Har and Kan Paralesh is
hauling themselves through back-breaking tunnels, the stuff of legend. The Tempest of Ruin abhors the
inch by painful inch, they may find an escape. Portals to finality of the Maw’s attacks, preferring to toy with
Khyber might represent safety, but making it out alive is the mortals within its disasters so they can rebuild
another thing entirely. once more. The Maw in turn considers Kan Paralesh to
be weak and soft, its pitiful floodwaters enriching the
land as much as it claims to destroy. Their champions
and servants constantly work to oppose one another,
undermining ways to free the to prevent any victory.
As an Overlord, fighting the Realmeater should only be The Hoarfrost Mountains form the boundary between
undertaken with the plot-dependent guidance of the their influence. To the West, the Maw of Mountains
Prophecy. An artifact related to its defeat might separate ruled over high peaks and the chasmic depths; to the
the Overlord from the ground in some way, either by East, the Tempest ruled the waves of the Lhazaar Sea.
turning the earth to a liquid, or by lifting the titan into The broken coastline and countless islands of the
the sky. Doing so negates many of the Overlord’s Principalities are a remnant of this ancient feud.
powers, including Earth-Shaking Movement. Prepared A party attemping to fight Shakrast Har might be
parties might also fly or use spells such as freedom of aided by the minions of the Tempest as
movement to avoid dangerous abilities. This stat block unlikely allies – or be directed to seek
represents a newly released avatar; fighting an Overlord them out. The enemy of my enemy…
at its full power is beyond mortal ken.

Entomb. Shakrast Har attempts to consume a creature that is prone


Gargantuan fiend, Chaotic Evil or restrained within 10ft of it. The creature must succeed on a DC22
Charisma saving throw or be teleported to the deep tunnels of its
Armor Class 23 (natural armor) Heart demiplane. A creature can leave the demiplane using magic that
Hit Points 525 (30d20+210) enables planar travel, such as plane shift, or by attempting a contested
Speed 40 ft., burrow 80ft Strength (Athletics) check to force open the overlord’s mouth from
within, and escape to a free space adjacent to it. If Shakrast Har takes
STR DEX CON INT WIS CHA 50 damage or more in a single turn, it must succeed on a Constitution
29 (+9) 19 (+4) 28 (+9) 16 (+3) 22 (+6) 23 (+6) saving throw with a DC equal to half the total damage dealt. On a
failure, all creatures swallowed in the last minute escape to a free
Saving Throws Str +17, Con + 17, Wis +14, Cha +14 space adjacent to it. It cannot be harmed from within the demiplane.
Skills Athletics +17, Intimidation +15, Perception +14, Survival +14
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing and slashing from
Earth-Shaking Movement. After burrowing at least 50ft, Shakrast Har
non-magical weapons
can send a shock wave through the ground in a 120-foot-radius circle
Condition Immunities charmed, exhaustion, frightened, paralyzed,
centered on itself. That area becomes difficult terrain for 1 minute. Each
petrified, poisoned, prone
creature on the ground that is concentrating must succeed on a DC 22
Senses tremorsense 300 ft., truesight 120ft., passive Perception 24
Constitution saving throw or the creature's concentration is broken.
Languages all, telepathy 300ft.
Challenge 27 (105,000 XP) Proficiency Bonus +8 The shock wave deals 100 thunder damage to all structures in contact
with the ground in the area; a creature within half the distance of a
Hundred-Handed. Shakrast Har can take one reaction on every turn in destroyed structure's height must make a DC 22 Dexterity saving throw.
combat. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is
knocked prone, and is trapped in the rubble. A trapped creature is
Legendary Resistance (3/day). If Shakrast Har fails a saving throw, it
restrained, requiring a successful DC 20 Strength (Athletics) check as an
can choose to succeed instead.
action to escape. Another creature within 5 feet of the buried creature
Magic Resistance. Shakrast Har has advantage on saving throws can use its action to clear rubble and grant advantage on the check. If
against spells and other magical effects. three creatures take this action, the check is an automatic success. On a
Spellcasting. Shakrast Har’s spellcasting ability is Charisma (spell save successful save, the creature takes half as much damage and doesn't
DC 22). He can innately cast the following spells, requiring no material fall prone or become trapped.
components:: Shapechange. Shakrast Har magically transforms into any creature
At will: earthquake, transmute rockXGE, wall of stone that is Medium or Small, while retaining its game statistics (other than
its size). This transformation ends if the overlord is reduced to 0 hit
Treasure Sense. Shakrast Har can sense the presence and relative
points or uses its bonus action to end it.
value of all precious metals and gemstones within 300 miles of itself.
World Glide. Shakrast Har can burrow through all earth and stone,
leaving a 30ft diameter tunnel in its wake. It can choose not to disturb
Shakrast Har can take 3 legendary actions, choosing from the options
the material it moves through.
below. Only one legendary action can be taken at a time and only at the
end of another creature’s turn. Shakrast Har regains spent legendary
actions at the start of its turn.
Multiattack. Shakrast Har makes 5 Burial Hands attacks, or makes 2
and uses either Rubble Hurl or Entomb. Burial Hands. Shakrast Har makes one attack with its Burial Hands.

Burial Hands. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Grave Hunger (2 actions). A 20ft cube of earth or stone within 300ft of
Hit: 18 (2d8 + 9) bludgeoning damage plus. 5 (1d8) force damage. the Overlord turns to mud; the area is difficult terrain, and any
creature in the area when it turns to mud must succeed on a DC23
Rubble Hurl. Shakrast Har hurls a massive shard of earth. Every
Strength saving throw or be restrained. A restrained creature can use
creature within a 10ft-wide 200ft line must succeed on a DC22
an action to end the restrained condition on itself.
Dexterity saving throw or take 33 (8d8) bludgeoning damage and be 6
knocked prone, or take half damage on a success. Tomb Summons (2 actions). Shakrast Har summons a Canoloth at any
point within its heart demiplane that acts directly after the overlord.
7

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