TEXT:  
  
   
  The epic tales of the ancient Dhakaani Empire are more than just stories. 
   
   
   
  Episode 4 of Convergence Manifesto 
   
   
   
  An 
   Adventure 
   
  Writers: Will Brolley & Mark Navarre-Jones 
   
  Editors: Wayne Chang, Laura Hirsbrunner, Anthony Turco 
  Executive Producer: Keith Baker 
   
  Cover Art & Design: Kristóf Köteles, Anthony Turco 
  Interior Art: Kristóf Köteles 
  Layout: Anthony Turco 
   
  Playtesters: Jenna Montcalm, Jennifer Navarre, Scott Ramsey, Troy Whitesell, and James Montcalm 
   
  Special thanks from Will to Laura Hirsbrunner.  
   
  Published by 
  , an Eberron community project. 
   
   
   
   
  Disclaimer: The 
   editorial staff urges caution in all hypothetical dealings with sentient narratives and living stories. Not all tales have happy endings. 
   
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  Text like this is intended to be read aloud or paraphrased for your 
  players. 
  Sidebars like this contain rules reminders, reveal background Eberron 
  lore, or point you to sources to learn more. 
  Goblin Word 
  Common Translation 
  atcha 
  personal honor and glory 
  chaat’oor 
  defiler, foreigner, non-goblinoid (derogatory) 
  dar 
  the People (all goblinoids) 
  Darguun 
  Land of the People 
  Dhakaan 
  The ancient empire of goblinoids that fell long 
  before human settlers arrived in Khorvaire 
  duur’kala 
  “dirge singer” (a bard of the Kech Volaar) 
  ghaal’dar 
  hobgoblin (literally, “mighty person”) 
  Kech Volaar 
  “Keepers of the Word” (a Dhakaani clan of lore 
  keepers) 
  lhesh 
  warlord 
  muut 
  executing one’s duty correctly 
  Raat shi anaa 
  “The Story continues…” (a traditional opening to 
  goblin folktales) 
  Raat shan 
  gath’kal dor 
  “The Story stops but never ends...” (a traditional 
  ending to goblin folktales) 
  saa 
  greetings, hello 
   
   
   
  THE ROLE OF THE DAR IN EBERRON 
  Unlike most standard fantasy settings, many of the more monstrous 
  races are integrated into society in Eberron. The goblinoid species of 
  goblin, hobgoblin and bugbear are no exception. In Eberron, the 
  three goblinoid races are collectively referred to as the dar, or The 
  People, in their native tongue. 
  In Eberron, the nation of Cyre hired mercenaries of various races to 
  help supplement their forces during the Last War. Thirty-three years 
  ago, Lhesh Haruuc, a cunning warlord of one of the largest hobgoblin 
  bands, united the other prominent leaders in betraying their Cyran 
  employers, carving out southwestern Cyre for themselves. The 
  fledgling nation was named Darguun, literally ‘Land of the People.’ 
  Darguun was one of the signatories of the Treaty of Thronehold, 
  and is now a recognized nation, standing equal with the likes of 
  Breland and the Mror Holds. The dragonmarked houses do not have a 
  strong presence in this new nation of dar, though Orien, Cannith, and 
  most notably Deneith are making progress at gaining influence. 
  
   
  
  This chapter begins in the dusty bowl of Rhukaan Draal, the capital of 
  the nation of Darguun. Formed in the last twenty years of the Last 
  War, a charismatic leader named Lhesh Haruuc gathered together 
  tens of thousands of goblinoid mercenaries that Cyre had hired. 
  Determined to create a land for his people, Haruuc led them to 
  renege on their deal and claim southwestern Cyre as their own, 
  renaming it Darguun, the Land of the People. The city, sitting on the 
  Ghaal river, is built out of rough stone. Dominating the city’s skyline 
  is the Khaar Mbar’ost—the Red House—a sturdy tower built entirely 
  out of crimson-tinged stone. This is the seat of Lhesh Haruuc’s 
  power, from which he rules over the proud goblinoid nation. 
  You step off of the House Orien caravan after a long, dusty trip. The 
  dry, arid heat is a welcome relief from the more humid air in the 
  caravan, packed with people and goods. You’re let off at the edge of 
  the Khaari Batuuvk—the Bloody Market—which is the preeminent 
  marketplace in the city. 
  A grizzled hobgoblin with sharp orange eyes and coal black hair tied 
  back in a topknot hails you. “Are you the group from Sharn? 
  Cliffsedge? Cliffside? No! Clifftop! I am Tantuul, and I was hired by 
  Lhara to give you a hand around here. Come along, I’ll show you the 
  way to the tavern. First round is on me!” He pushes his way past a 
  hobgoblin couple and hops over a slow-moving goblin as he takes 
  you all towards a shady looking structure not too far away. A bugbear 
  tough nods at the party as they enter the darkened building. 
  “So here’s what your guild handler told me. You are looking for the 
  Chains of Mur’taal. Our stories tell us that he, Mur’taal that is, was a 
  mighty warrior of old, a ghaal’dar of great muut and atcha. Now, your 
  client, Provost uh... Furious? Nefarious? No! Faurious! He believes 
  that the Chains are imbued with the essence of Thelanis, the Faerie 
  Court. And now it falls to you to find Mur’taal’s remains and retrieve 
  the artifact. As agreed, I will lead you to the Vale—or, as Lhara called 
  it, the Valley of the Hero. From there, you must find your way to the 
  Chains on your own. Any questions?” 
  • 
  • 
  • 
  • 
   
  
  Tantuul leads you through the Bloody Market on your way out of the 
  city. Vendors call out raucously, trying to catch your attention, and 
  the smell of dust and unwashed bodies fills the air. Temporary stalls 
  dominate the wide square, though there are a ring of permanent 
  shops around the outskirts. As you enter the market, you see an old, 
  abandoned storefront, upon which you can faintly make out pictures 
  of humanoids in chains. 
  An old goblin man is sitting on top of a crate, empty sack open in 
  front of him. A handful of coins are visible, mostly copper crowns, a 
  few silver sovereigns, with a single golden galifar peeking out. “Glory 
  be to the Mockery, patron of our mighty warriors! May he ensure that 
  our blows land against the twisty chaat’oor, or that he may flay our  
  skin himself! Honor the Shadow, who gave us the ability to peer 
  through the black of night so as to dominate our lands! Pay tribute to 
  the Keeper, so that he takes the humans and elves in the dead of 
  night, and leaves us untouched and ready to reclaim our birthright!” 
  Heads turn as a pair of arguing hobgoblins in the market loudly 
  dispute the price of a loaf of bread. The customer is claiming that 
  he’s being overcharged, while the vendor is defending his prices. 
  Hands fly to their weapons before a small goblin intervenes. Clad in a 
  dark wolf pelt and mounted astride a sleek black panther, he begins 
  to try and negotiate between the two. After a brief but heated 
  argument, the two calm down, and he walks with them out of the 
  market, continuing to help them work through their differences. 
  
  A human woman dressed in simple clothes, a despairing look on her 
  face, is dragged across your path. She’s flanked by a trio of bugbears, 
  proudly standing tall with spiralling horns mounted on the back of 
  their armor. Tantuul frowns and says, “Be careful. Those are Marguul 
  dar. Savage, slaver clans that operate on the fringes of society.” He 
  spits on the ground as you pass them. “You don’t want to deal with 
  them.” You watch as the woman is roughly escorted down a nearby 
  alleyway. “Lhesh Haruuc has demanded his warlords follow his 
  example and free their slaves. Unfortunately, his grip on power isn’t 
  as strong as it could be, and many clans still hold slaves.” 
  Following the quartet down a littered alley, 
  you see the lead bugbear pull roughly on the 
  human woman, causing her to cry out in pain. 
  He backhands her, then finally notices you. 
  “What do you want, chaat’oor? We’re just 
  taking Mim here for a little stroll, isn’t that 
  right?” 
  —
   
  
  Leaving the walls of Rhukaan Draal behind, you set out towards the 
  southern half of the Seawall Mountains. The land around you is 
  tinged red, and the taste of dust flies through the air in the light 
  breeze. The earth around you is tilled as you leave the city, with the 
  occasional goblinoid farmer working the mid-summer fields. Tantuul 
  says that your map will lead you to the headwaters of the Ghaal River, 
  the river running alongside you now, which supplies water to the city. 
  “Now, listen up. The Vale, according to local rumor, is a Thelanian 
  manifest zone. Not somewhere you’d usually want to visit, but a 
  hero’s remains are there, so… here you are.  Before you head in, 
  there’s a story about the Vale that you should probably hear…” 
  DARGUUL NEGOTIATOR 
  Wondrous item, uncommon 
  This bronze and adamantine torc clasps firmly around the neck of a 
  single humanoid. When worn, it grants the wearer the ability to speak 
  and understand the Goblin language. 
  THE TALE OF MUR’TAAL 
  Raat shi anaa, “The Story continues...” with Mur’taal, a hobgoblin 
  warlord of great skill and pride.  One day, an ancient crone told him 
  of a legendary vale in which laid a trial that only the greatest of 
  heroes could overcome. Seeking to prove himself worthy of his 
  ancestor’s weapon, he took off to complete the trials, but never 
  returned. 
   
  For many years afterward, stories were told of the great Mur’taal, of 
  his skill with the chain and keen tactical insight, of his peerless atcha 
  and unsurpassed devotion to muut. Then many more years passed, 
  and eventually, as all stories do, the tale of Mur’taal faded into 
  common legend.  
   
  Then, much later, it came to be that the Dhakaani Empire found 
  itself engaged in a fierce battle with their ancient enemies, the 
  Tairnadal.  The Dhakaani needed a champion to confront the peerless 
  warrior leading the elven war host. A young duur’kala, Miishka, took it 
  upon herself to follow the legends of Mur’taal, traveling to the vale to 
  retrieve the lost hero of the dar. 
   
  Along the way, she faced three great trials – the Test of Courage, 
  the Challenge of Wisdom and the Trial of Honor to see if she was 
  worthy of entering the vale to retrieve Mur’taal. Driven by her muut, 
  her duty to reclaim him as the champion of the Empire, Miishka 
  passed all of the challenges set before her and found Mur’taal 
  trapped in his own Trial of Honor, unable to see the solution. As 
  Miishka questioned him with the wisdom of the duur’kala, Mur’taal 
  realised that only his pride and atcha, his dangerous desire for 
  personal glory, was holding him back. Instead, he needed to follow 
  his muut, his duty to his people. In understanding this, Mur’taal 
  completed his final trial and was freed from his entrapment. 
   
  The two heroes returned to battle, and Mur’taal, newly humbled by 
  his experiences in the Vale, easily defeated the horselord of the 
  Tairnadal forces by playing on the elf’s own arrogance and need for 
  personal glory.  
   
  Thus, the field was won by the Dhakaani. Raat shan gath’kal dor, 
  “The Story stops, but never ends…” 
   
  
  The Vale is in a deep valley, mist and faint sunlight cloaking the floor. 
  What little light filters down makes strange and evocative shapes in 
  the low-lying vapor. The smell of flowers and freshly turned earth fill 
  the air, and it is eerily quiet. You feel as if you have truly stepped into 
  a fairy tale, and every step leads you closer, or farther, from the 
  ending you seek. 
  Failures 
  Hazard 
  1 
  Nothing unusual happens 
  2 
  The characters begin to see figures taking shape in 
  the mists. When looked at directly, they are formless, 
  but out of the corner of one’s eye, they appear to be 
  ghostly images of those distant or lost forever. Until 
  the party finishes a long or short rest, whenever a 
  character makes an ability check, they must roll a d4 
  and subtract the number rolled from the ability check. 
  3+ 
  The party becomes certain that the ghostly figures 
  are moving towards them, herding the characters 
  towards a specific destination. They catch glimpses 
  of old childhood terrors, cackling faces without a 
  sound, loved ones reaching out their hands in 
  warning or anguish, and misty beasts with glowing 
  eyes. Each character feels as if they are being hunted, 
  and takes 7 (2d4 + 2) points of psychic damage. 
  THELANIS, THE FAERIE COURT 
  Thelanis is one of Eberron’s thirteen outer planes, and is a place 
  where stories hold sway. Within the various regions of the plane, 
  powerful fey lords and ladies live out their stories in their realms with 
  the lesser fey, occasionally snatching unwary mortals as bit players in 
  their dramas. Natural laws that mortals take for granted do no 
  necessarily apply in Thelanis, as story logic will always take 
  precedence over common sense. If the Story dictates that they arrive 
  precisely at the stroke of midnight, midnight will not come until they 
  arrive. When Thelanis is coterminous with Eberron, the fey grow 
  more populous and it is far easier to accidentally find yourself 
  stepping into a fairy tale. 
  More information about Thelanis can be found in the Eberron 
  Campaign Setting (page 99) and Eberron Campaign Guide (page 
  262). 
   
  
  You hear a harsh female voice calling out in the tongue of the dar. 
  “Saa, chaat’oor.” You turn and see a lightly-armored female hobgoblin 
  about 40 feet away. She’s wearing dark leathers with a crimson cloak, 
  sheathed rapier at her side. Three armored hobgoblins stand guard 
  behind her, longbows upon their backs, shields held ready and hands 
  nervously on the swords at their hips. 
  • 
  • 
  • 
  • 
  • 
   
  
  As you make your way through the valley, entrancingly beautiful 
  despite the whispering of the shadows, you finally see what you seek, 
  the entrance to a cavern. Above it are words, carved in archaic 
  Goblin. As you try to make them out, the letters shift to a more 
  familiar language. Each of you reads, in your own tongue, 
  Courage 
  Action. Caution. Boldness. 
  As you enter, making your way around large boulders and stalagmites, 
  you find yourself in a large chamber. The ground ends, a cliff 
  plummeting far below you, the depths shrouded in magical darkness 
  your eyes cannot penetrate.  The top of the cavern is lit by a bright 
  mystical light from an unseen source. 
  A natural bridge leads across the abyss below to a platform in the 
  middle of the cavern. The bridge, however, is clearly unsafe.  The first 
  half is covered with vicious spikes that raise and lower intermittently. 
  For a few feet after the spikes, there is a brief haven of safety, then 
  several huge and dangerous axes swoop back and forth across the 
  remainder of the bridge. 
  Standing on the center platform, you now see natural light trickling 
  in from the far side of the cavern. This is clearly the exit you seek. 
  However, you see no sign of how to reach your destination.  Again, 
  impenetrable magical darkness stretches below you, shrouding the 
  area below the platform all the way to the exit. Though you cannot 
  see its source, you hear the trickle of running water beneath and 
  before you, towards the exit. 
   
  
  After wading through the water and exiting the cavern from the Trial 
  of Courage, you quickly find yourself on a path amidst a field of thick 
  grass. Up ahead, the path splits in two, and at the fork, you see a sign.  
  Once again, it initially appears in archaic Goblin, then quickly shifts 
  into familiar words.  
  Wisdom 
  Perseverance. Reliance. 
  In one direction the path diverges into a dark forest, and in the 
  other direction, the field overflows with beautiful flowers. 
  You peer into the forest, and though the path itself is well-worn, 
  smooth and clear, the way is shadowy and dark.  Immense trees reach 
  out their gnarled branches towards the ground, and the path quickly 
  twists out of sight, disappearing into the dense woods. 
  On the other hand, the path through the field is smooth, straight, 
  and clear, without an obstacle in sight.  Around it, a rainbow of 
  beautiful flowers blanket the landscape. 
  As you move along the path through the forest you find your 
  stomach growing empty and your energy flagging.  As you struggle 
  onward, the trees around you begin to bear fruit. You find yourself 
  refreshed, and the impending exhaustion is lifted by the bounty and 
  life around you. 
   
  
  As you move along the path through the field, the flowers begin to 
  rot and decay around you, eventually turning to nothing, the once 
  beautiful field now barren and empty. As they fade, so does your 
  spirit, leaving you drained and low on energy, barely struggling 
  through the once-beautiful landscape. 
  After traveling an unknowable time, perhaps hours or days, the 
  landscape again changes to a field of long grasses, blowing in a 
  gentle breeze. In the distance, you notice a pair of goblins sitting 
  beside the path, engaged in conversation. 
  The goblins see you and wave to you, smiling. One of them 
  approaches you with a respectful nod. Although it speaks in a strange 
  old version of Goblin, you find yourself able to understand the words. 
  “Hello. We are traveling together down this path, but we fear 
  what may lie ahead. You would do your duty to us well if you allowed 
  us to accompany you.” 
  The goblins gratefully thank you. As the trail goes on, they gladly 
  share interesting and strange stories of their work. One works as a 
  crafter, the other as a scout. The goblins offer you food and drink 
  from their own supply. Although the path is long, the goblins keep 
  you entertained, making you almost forget the time spent on the 
  trail, and feeling as though it was but mere moments. 
  The goblin responds with disappointment, “We are sorry to hear 
  this. We shall take our leave.” 
  With this, the goblins walk away into the grasses. They seem to 
  fade quickly, vanishing into the distance. 
  As you continue on, you find the trail to be boring, lonesome, and 
  it seems to take countless hours. Your mind wanders back to the 
  goblins for a moment, wondering if they are as tired as you.  
  As you continue on, you find the trail to be boring, lonesome, and 
  it seems to take hours. 
   
  
  The path ends in a tall adamantine door, nearly ten feet tall, 
  standing proudly in the middle of the field.  As you peer on the other 
  side of the door, you see it is just that--a door, standing alone, with 
  grass stretching in every direction as far as the eye can see.  Upon 
  the door, you see a scene etched out in lustrous purple metal - a 
  ghaal’dar, a hobgoblin, whirling a spiked chain all about, laying into 
  twisted monstrosities and scimitar-wielding elves as they converge 
  on his position. 
  A single word is emblazoned above the scene, first appearing in 
  archaic Goblin, then quickly shifting into a familiar tongue.  
  Honor 
  As you open the doors, instead of seeing the expected field of 
  grass on the other side, you find a long, narrow hall before you, a 
  single throne at the far end. A semi-translucent figure is standing in 
  front of it, spinning deadly circles with a whirring spiked chain as he 
  moves across the hall. The noise of the doors dragging open alerts 
  him to your presence, and with a final flourish, he coils the chain 
  around his arm and armored chest. As he approaches halfway down 
  the hall, you hear a spectral voice echo in your mind.  
  “Saa’atcha, warriors. I am what remains of Mur’taal.” 
  
  • 
  • 
  Mur’taal takes a step back and bows. "Paatcha, strangers. Well 
  fought. You know something of atcha after all, it seems." 
  He twirls the Chains in a grand display of prowess before coiling it 
  around his forearm, bowing again, then laying the Chains on the 
  ground at your feet. Once divested of his weapons, the honorable 
  ghaal’dar fades into thin air. 
  You see a flicker in the ambient lighting, and the hall suddenly 
  extends far beyond the throne. At the end of the much longer hall 
  stand a set of adamantine double doors, one door cracked open and 
  bright light spilling out of it. As you touch them, a thrum of magic 
  hums through the doors, and opening them reveals an exit to the 
  vale, perhaps an hour’s walk away from where Tantuul had set up 
  camp. 
   
  
  You return, battered and weary, to see your faithful local guide 
  resting by a tree.  He has prepared a small fire and set a pot of food 
  over it, the delicious scent wafting to your noses. 
  Your keen eyes, however, notice that something is very wrong. 
  Tantuul is in fact trussed up, gagged and unconscious. 
   
  
  A pale shifter is sitting on a nearby barrel, lightly chatting with an 
  Orien employee. Upon seeing you, she gives the Orien woman a coy 
  wink then saunters over to meet you. Sharp fangs are revealed by her 
  grin. 
  “So it looks like you’ve got our little provost’s Chains. I’m glad that 
  my trek out here wasn’t for nothing. I knew you’d come through.” 
  Lhara beckons you to hop onto an empty Orien cart near the back 
  of the caravan—it looks like she reserved an entire cart just for the 
  Guild. 
  “Now. Take them out. Let me see what we came all this way to 
  collect.” 
  You pass her the Chains of Mur’taal, and Lhara’s eyes light up as she 
  collects the beautifully-crafted weapon, alternating links of lustrous 
  purple byeshk and dark gunmetal adamantine running through her 
  hands. 
  “This… this is beyond what I imagined.” She looks up and grins at 
  them, pride evident in her voice. “I’m almost tempted to keep these 
  for myself. But alas, Guild reputation wouldn’t allow that, now would 
  it?” With an almost regretful sigh, she coils up the Chains and places 
  them in a bag of her own. 
  You remove the Chains of Mur’taal, the corroded bits catching on 
  your bag as they’re revealed. The anticipatory look on her face drops 
  at the sight of them, slightly rusted and pitted. 
  “These? Did you find them rusting in the bottom of a well or 
  something? Well, let’s hope that these work for the Provost. Still, I 
  expected something…. more, you know?” She shrugs and coils the 
  Chains before stowing them securely in a bag of her own. 
   
  
  Small humanoid (goblinoid), neutral evil 
  Armor Class 15 (leather armor, shield)  
  Hit Points 7 (2d6) 
  Speed 30 ft. 
     STR 
      DEX 
      CON 
      INT 
  WIS 
  CHA 
  8 (–1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (–1) 
  8 (–1) 
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
   
  Nimble Escape. The goblin can take the Disengage or Hide action as 
  a bonus action on each of its turns. 
   
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage. 
   
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
   
  Medium humanoid (goblinoid), lawful evil 
  Armor Class 18 (chain mail, shield)  
  Hit Points 11 (6d6) 
  Speed 30 ft. 
     STR 
      DEX 
      CON 
      INT 
  WIS 
  CHA 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+10) 
  9 (–1) 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 1/2 (100 XP) 
   
  Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 
  (2d6) damage to a creature it hits with a weapon attack if that 
  creature is within 5 feet of an ally of the hobgoblin that isn't 
  incapacitated. 
   
  Actions 
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) slashing damage. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 150 ft./600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage. 
  Medium humanoid (goblinoid), neutral evil 
  Armor Class 16 (hide armor, shield)  
  Hit Points 27(5d8 + 5) 
  Speed 30 ft. 
     STR 
      DEX 
      CON 
      INT 
  WIS 
  CHA 
  15 (+2) 
  14 (+2) 
  13 (+1) 
  8 (–1) 
  11 (+0) 
  9 (–1) 
  Skills Stealth +6, Survival +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
   
  Brute. A melee weapon deals one extra die of its damage when the 
  bugbear hits with it (included in the attack). 
   
  Surprise Attack. If the bugbear surprises a creature and hits it with 
  an attack during the first round of combat, the target takes an extra 
  7 (2d6) damage from the attack. 
   
  Actions 
  Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8 + 2) piercing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30 ft./120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in 
  melee or 5 (1d6 + 2) piercing damage at range. 
   
  
  Medium humanoid (goblinoid), lawful neutral 
  Armor Class 16 (hide armor, shield)  
  Hit Points 27(5d8 + 5) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
  Saving Throws Dex +4, Wis +3 
  Skills Acrobatics +4, Perception +5, Performance +6 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Goblin 
  Challenge 2 (450 XP) 
   
  Martial Advantage. Once per turn, Naanraht can deal an extra 7 
  (2d6) damage to a creature she hits with a weapon attack if that 
  creature is within 5 feet of an ally of hers that isn't incapacitated. 
   
  Spellcasting. Naanraht is a 4th level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 12, +4 to hit with spell attacks). 
  She has the following bard spells prepared: 
   
  Cantrips (at will): dancing lights, mending, vicious mockery 
  1st level (4 slots): bane, faerie fire, healing word, heroism, 
  thunderwave 
  2nd level (3 slots): shatter, suggestion 
   
  Taunt (2/day). Naanraht can use a bonus action on her turn to target 
  one creature within 30 feet of her. If the target can hear her, the 
  target must succeed on a DC 12 Charisma saving throw or have 
  disadvantage on ability checks, attack rolls, and saving throws until 
  the start of Naanraht’s next turn. 
   
  Actions 
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.  
   
   
   
  Medium fey (goblinoid), lawful neutral 
  Armor Class 18 (plate) 
  Hit Points 113 (15d8 + 45) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  12 (+1) 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  Saving Throws Str +6, Con +6, Wis +5 
  Skills Athletics +6, Perception +5 
  Senses darkvision 90 ft., passive Perception 15 
  Languages Common, Goblin 
  Challenge 5 (1,800 XP) 
   
  Plot Armor. Mur’taal has advantage on saving throws against being 
  charmed, frightened, paralyzed, poisoned, and stunned, and magic 
  can’t put him to sleep. 
   
  Actions 
  Multiattack. Mur’taal can make two spiked chain attacks against 
  different targets. 
   
  Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 8 (2d4 + 3) piercing damage. If the target is a creature, it 
  must succeed on a DC 14 Strength saving throw or be knocked 
  prone. 
   
  Legendary Actions 
  Mur’taal can take 2 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at 
  the end of another creature's turn. Mur’taal regains his spent 
  legendary actions at the start of his turn. 
   
  Attack. Mur’taal makes a single melee attack against an opponent 
  within reach.  
  Reposition. Mur’taal may move up to half of his speed without 
  provoking opportunity attacks. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Across Eberron/AE01-04 - Convergence Manifesto - Living Legend.pdf