TEXT: 1
  BY TRAVIS LEGGE
  Minions of Vulkoor
  A guide to the Vulkoori 
  for use with Eberron
  
  2
  MINIONS OF VULKOOR
  
  3
  BY TRAVIS LEGGE
  Minions of Vulkoor
  A guide to the Vulkoori 
   for use with Eberron
  Introduction: In the world of Eberron, a secretive faction of drow, known as the Vulkoori, hail 
  from the jungles of Xen’drik and worship the scorpion god Vulkoor. Vulkoor claims supremacy 
  among these dark elves of Eberron. This book provides tools for including the Vulkoori in 
  your game and is designed for use with the Wayfinder’s Guide to Eberron. 
  written by TRAVIS LEGGE
  special thanks to Atul Vidhata, Anne Gregersen, Catherine Evans, Hiten Dave
  edited by Saylor Ashman
  cover art by WIZARDS OF THE COAST
  interior art by WIZARDS OF THE COAST
  cartography courtesy WIZARDS OF THE COAST
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, 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 [2019] by Travis Legge and published under the Community 
  Content Agreement for Dungeon Masters Guild.
  
  4
  MINIONS OF VULKOOR
  Minions of Vulkoor
  “Remember that you are on holy ground here. Vulkoor 
  is a jealous god. Be mindful of what you say.” 
  —Priestess Ionna, Dungeons & Dragons Online
  Separated from his brothers and sisters in the Dark 
  Seldarine, the scorpion god, Vulkoor, stands as the 
  most powerful deity of the drow of Eberron. Vulkoor is 
  also among the most powerful entities in Khyber, for 
  in spite of his comparatively small following, the drow 
  who follow him believe with a potent and fiery faith. 
  Herein, you shall learn of the Minions of Vulkoor!
  How to Use This Book
  This book draws heavily on Mordenkainen’s Tome 
  of Foes, Wayfinder’s Guide to Eberron,  Xanathar’s 
  Guide to Everything, and the Monster Manual. 
  Monster stat blocks from these sources are not 
  repeated here, and Wayfinder’s Guide to Eberron is 
  an indispensable resource for information regarding 
  the Eberron setting. These resources are all available 
  digitally via www.dndbeyond.com and Wayfinder’s 
  Guide to Eberron is also available in .pdf at 
  DMsGuild.
  The Vulkoori
  The Wayfinder’s Guide to Eberron describes the 
  Vulkoori as “tribal hunters who worship totem 
  spirits, especially the scorpion Vulkoor.” Virtually 
  unknown beyond the shores of Xen’drik, the Vulkoor 
  are accustomed to hunting, surviving, and thriving in 
  the harsh and dangerous jungles of the mysterious 
  continent. 
  Drow of the Vulkoori
  A typical drow of the Vulkoori tribes is mechanically 
  no different than drow listed in the Monster Manual, 
  with the exception that Vulkoori drow speak Giant in 
  lieu of Undercommon. 
  Some Vulkoori carry a boomerang instead of a 
  hand crossbow. To represent these Vulkoori, use the 
  following actions instead of the hand crossbow action 
  listed in the standard drow stat block:
  Actions
  Boomerang. Ranged Weapon Attack. +4 to hit, range 
  60/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning 
  damage.
  
  5
  BY TRAVIS LEGGE
  Playing Vulkoori Characters
  Vulkoori can be members of any class. Below are a 
  few suggestions for making Vulkoori characters of 
  each class. 
  Barbarian
  Many of the barbarians of the Vulkoori follow the Path 
  of the Totem Warrior, selecting their totem from 
  among the three aspects of Vulkoor. Barbarians who 
  exalt Vulkoor in the aspect of the Hunter function as 
  the wolf totem. Barbarians who exalt Vulkoor in the 
  aspect of the Wrathful function as the bear totem. 
  Barbarians who exalt Vulkoor in the aspect of the 
  Cunning function as the elk totem. 
  The Path of the Ancestral Guardian and the Path 
  of the Berserker are also both commonly followed 
  among the Vulkoori. 
  Bard
  The Vulkoori who dedicate their lives to singing the 
  songs of their people’s glory and cunning often hail 
  from the College of Valor, though some focus their 
  attentions on the combat prowess conferred by the 
  College of Swords. 
  Cleric
  Clerics among the Vulkoori practice the domains of 
  Trickery and War. Vulkoori commonly intimidate 
  enemies by inflating their numbers through the use of 
  Channel Divinity: Invoke Duplicity when revealing 
  themselves to enemies. 
  Druid
  The totemic beliefs of the Vulkoori lend themselves 
  well to the Circle of the Shepherd, which is most 
  commonly practiced among Vulkoori druids. The 
  Circle of the Moon is also common, with many 
  Vulkoori embracing the ability to walk in the flesh of 
  the giant scorpions they so revere. 
  Fighter
  Vulkoori fighters tend to embrace the Arcane Archer 
  archetype, with many practicing a variant of this 
  subclass that allows them to treat the boomerang as a 
  type of arrow for all Arcane Archer features.  
  There are also several among the Vulkoori who 
  embrace the Cavalier archetype to aid them in riding 
  giant scorpions into battle.
  Monk
  Although monks are very rare among the Vulkoori, 
  and the society boasts no true monasteries to speak 
  of, there are a few among the tribes who practice the 
  Way of Shadow. These monks may add boomerangs 
  to their list of monk weapons.
  Paladin
  Nearly as rare as monks among the Vulkoori, the few 
  paladins within the tribes follow the Oath of Ancients, 
  drawing on the connection between their people and 
  the jungles of Xen’drik. Their Elder Champion form 
  tends to incorporate scorpion-like chitin covering their 
  flesh. 
  
  6
  MINIONS OF VULKOOR
  Ranger
  Given Vulkoor’s aspects, the fact that the Hunter 
  archetype is the most common among Vulkoori 
  rangers comes as little surprise. Those few rangers 
  who do not embrace that archetype focus on the 
  Beast Master path, establishing companionships with 
  the exotic beasts of Xen’drik.
  Rogue
  The Scout archetype is perfect for rogues among the 
  Vulkoori. Individuals who practice this archetype are 
  often lauded as exemplar’s of Vulkoor in his Cunning 
  aspect. 
  Sorcerer
  Raw sorcery is very rare among the Vulkoori. 
  Virtually every sorcerer among the tribes gains 
  their power from Wild Magic after being exposed to 
  mysterious mystical energy which can occasionally be 
  encountered in Xen’drik. 
  Warlock
  The Vulkoori enjoy a totemic relationship with the 
  spirits of beast and nature throughout Xen’drik. They 
  tend to see all entities as having a place or purpose 
  in the universe, even if that purpose is to serve as 
  prey for something stronger. To the Vulkoori, the top 
  of this order is Vulkoor, and no other being should 
  be venerated above him. Warlocks of the Vulkoori 
  therefore engage the Fiend as their Otherworldly 
  Patron. Those who would dare enter a pact with 
  another being must be very sneaky about their true 
  allegiances, or wind up very dead at the hands of their 
  tribe. 
  Wizard
  Xen’drik is a land of magical secrets. Many of these 
  secrets are still studied by the more scholarly among 
  the Vulkoori. Those who choose the life of a wizard 
  typically focus on the schools of Bladesinging, 
  Illusion, or War Magic. 
  Gender and the Vulkoori
     All genders among the Vulkoori share equal 
  footing in the tribal structure. Gender plays no role 
  in the positions a Vulkoori may achieve, nor in their 
  choices for marriage, or their treatment in daily life. 
  The only litmus test for worth among the Vulkoori 
  is exemplification of one (or more) of the virtues or 
  aspects of Vulkoor. If a Vulkoori is cunning, a good 
  hunter, or capable of directing significant wrath at those 
  who deserve such attention, they are accepted with 
  open arms into any position they aspire to. 
     Some Vulkoori are among the Blessed of Vulkoor, 
  and are able to change their sex whenever they finish a 
  long rest. This ability is viewed among the Vulkoori as 
  a sign of Vulkoor’s favor. Many of the Vulkoori blessed 
  in this way rise to prominent positions within the tribe 
  and are encouraged to serve the tribe as clerics or 
  druids.    
  
  7
  BY TRAVIS LEGGE
  new feaTs
  The following feats are acceptable for drow. 
  Chosen of Vulkoor
  Prerequisite: Elf (drow) 
  You learn the magic typical of your deity, Vulkoor. 
  You learn the acid splash spell and can cast it at will, 
  without expending a spell slot. You also learn detect 
  poison and disease and pass without trace, each of 
  which you can cast once without expending a spell 
  slot. You regain the ability to cast those two spells in 
  this way when you finish a long rest. Charisma is your 
  spellcasting ability for all three spells.
  If you have the ability to summon a familiar, you 
  can choose to gain a scorpion in addition to the list of 
  available options.
  Scorpion Warrior 
  Prerequisite: Elf (drow) 
  You have studied the scorpion, gaining unique training 
  that allows you to perform special combat maneuvers. 
  You gain the following benefits:
  •     You learn two maneuvers of your choice from 
  the list below. If a maneuver you use requires 
  your target to make a saving throw to resist the 
  maneuver’s effects, the saving throw DC equals 8 + 
  your proficiency bonus + your Strength or Dexterity 
  modifier (your choice).
  •     You gain one superiority die, which is a d6 (this 
  die is added to any superiority dice you have from 
  another source). This die is used to fuel your 
  maneuvers. A superiority die is expended when you 
  use it. You regain your expended superiority dice 
  when you finish a short or long rest.
  Maneuvers
  Deadly Sting: When you hit a creature with a 
  weapon attack, you can expend one superiority die to 
  attempt to stun the target. You add the superiority die 
  to the attack’s damage roll, and the target must make 
  a Constitution saving throw. On a failed save, it is 
  stunned until the end of your next turn.
  Lunging Attack: As the Battle Master
  Rending Sting: When you hit a creature with a 
  weapon attack, you can expend one superiority die to 
  attempt to wound the target. You add the superiority 
  die to the attack’s damage roll, and the target must 
  make a Constitution saving throw. On a failed save, 
  the target suffers necrotic damage equal to your 
  superiority die from blood loss at the end of your next 
  turn.
  
  8
  MINIONS OF VULKOOR
  new CreaTures
  The following creatures and NPCs represent 
  followers of Vulkoor. 
  Scorrow
  The scorrow are a species of creatures believed to be 
  descended from the Vulkoori, who have been blessed 
  by Vulkoor with a scorpion-like lower body and the 
  upper body of a drow. Scorrow generally maintain 
  separate settlements from the Vulkoori, but consider 
  the drow tribes to be friendly allies. The two societies 
  call on each other in times of need. 
  Scorrow 
  Large monstrosity, neutral evil
  Armor Class 19 (Natural Armor)
  Hit Points 104 (10d10 + 40) 
  Speed 40 ft., climb 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3) 18 (+4)
  13 (+1)
  14 (+2)
  12 (+1)
  Skills  Athletics +6, Perception +5, Stealth +6 
  Senses Darkvision 120 ft., Passive Perception 15 
  Languages Elvish, Giant
  Challenge 6 (2,300 XP)
  Fey Ancestry. The scorrow has advantage on saving 
  throws against being charmed, and magic can’t put the 
  scorrow to sleep.
  Innate Spellcasting. The scorrow’s innate 
  spellcasting ability is Wisdom (spell save DC 13). 
  The scorrow can innately cast the following spells, 
  requiring no material components:
  At will: dancing lights
  1/day each: darkness, faerie fire
  Spider Climb. The scorrow can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  Sunlight Sensitivity. While in sunlight, the scorrow 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Scorpion Speech. The scorrow has the ability to 
  communicate in a limited manner with scorpions. 
  They can understand the meaning of the scorrow’s 
  words, though the scorrow has no special ability 
  to understand them in return. The scorrow has 
  advantage on all Charisma checks made to influence 
  scorpions.
  Actions
  Multiattack. The scorrow makes three attacks, either 
  with its longsword or its boomerangs. It can replace 
  one of those attacks with a sting attack.
  
  9
  BY TRAVIS LEGGE
  Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 8 (1d10 + 3) piercing damage, and 
  the target must make a DC 12 Constitution saving 
  throw, taking 22 (4d10) poison damage on a failed 
  save, or half as much damage on a successful one.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands.
  Boomerang. Ranged Weapon Attack: +6 to hit, range 
  60/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage.
  Scorrow Cleric of Vulkoor
  Large monstrosity, neutral evil
  Armor Class 19 (Natural Armor)
  Hit Points 104 (10d10 + 40) 
  Speed 40 ft., climb 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2) 18 (+4)
  13 (+1)
  16 (+3)
  12 (+1)
  Saving Throws WIS +6, CHA +4 
  Skills  Athletics +6, Perception +6, Religion +4, 
  Stealth +5  
  Senses Darkvision 120 ft., Passive Perception 15 
  Languages Elvish, Giant
  Challenge 8 (3,900 XP) 
  Channel Divinity. The scorrow can use Channel 
  Divinity twice, regaining all uses on completing a 
  short or long rest. In addition to turning undead, the 
  scorrow can use the following options with Channel 
  Divinity
  Guided Strike. When the scorrow makes an attack 
  roll, they can use their Channel Divinity to gain a 
  +10 bonus to the roll.
  War God’s Blessing. When a creature within 30 feet 
  of the scorrow makes an attack roll, the scorrow can 
  use their reaction to grant that creature a +10 bonus 
  to the roll, using Channel Divinity.
  Divine Strike. Once on each of the scorrow’s turns 
  when they hit a creature with a weapon attack, they 
  can cause the attack to deal an extra 1d8 damage of 
  the same type dealt by the weapon to the target. 
  Fey Ancestry. The scorrow has advantage on saving 
  throws against being charmed, and magic can’t put the 
  scorrow to sleep.
  Innate Spellcasting. The scorrow’s innate 
  spellcasting ability is Wisdom (spell save DC 14). 
  The scorrow can innately cast the following spells, 
  requiring no material components:
  At will: dancing lights
  1/day each: darkness, faerie fire
  Spellcasting. The scorrow cleric of Vulkoor is a 10th-
  level spellcaster. Their spellcasting ability is Wisdom 
  (save DC 14, +6 to hit with spell attacks). The scorrow 
  has the following cleric spells prepared:
  Cantrips (at will): guidance, poison spray, resistance, 
  spare the dying, thaumaturgy
  1st level (4 slots): animal friendship, cure wounds, 
  detect poison and disease, divine favor, ray of 
  sickness, shield of faith
  2nd level (3 slots): hold person, lesser restoration, 
  magic weapon, protection from poison, spiritual 
  weapon
  3rd level (3 slots): conjure animals (2 giant 
  scorpions), crusader’s mantle, daylight, dispel magic, 
  spirit guardians
  4th level (3 slots): divination, freedom of movement, 
  stoneskin
  5th level (2 slots): flame strike, hold monster, insect 
  plague, mass cure wounds 
  Spider Climb. The scorrow can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  Sunlight Sensitivity. While in sunlight, the scorrow 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Scorpion Speech. The scorrow has the ability to 
  communicate in a limited manner with scorpions. 
  They can understand the meaning of the scorrow’s 
  words, though the scorrow has no special ability 
  to understand them in return. The scorrow has 
  advantage on all Charisma checks made to influence 
  scorpions.
  Actions
  Multiattack. The scorrow makes three attacks, either 
  with its longsword or its boomerangs. It can replace 
  one of those attacks with a sting attack.
  Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 8 (1d10 + 3) piercing damage, and 
  the target must make a DC 12 Constitution saving 
  throw, taking 22 (4d10) poison damage on a failed 
  save, or half as much damage on a successful one.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands.
  Boomerang. Ranged Weapon Attack: +6 to hit, range 
  60/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage.
  
  10
  MINIONS OF VULKOOR
  Vulkoor, The sCorpion God
  Vulkoor is largely unknown outside of the continent of 
  Xen’drik, where he is worshipped and revered by the 
  Vulkoori tribes of the drow. Those few scholars and 
  arcanists who are aware of the scorpion god believe 
  him to be an expression of The Mockery. 
  Vulkoor is commonly worshipped in one of three 
  aspects, though some tribes recognize all three 
  equally. 
  Vulkoor the Cunning 
  In this aspect, Vulkoor is seen as a manipulative and 
  possessive entity who claims dominion over all of 
  Xen’drik. This is the least commonly venerated aspect 
  of the Scorpion God, but also the one whose followers 
  are most likely to clash with outsiders in the jungles of 
  Xen’drik. 
  Vulkoor the Hunter
  In this aspect, Vulkoor is the ultimate predator, 
  wandering the jungles of Xen’drik in constant pursuit 
  of new prey. This aspect of Vulkoor is most commonly 
  worshipped by nomads. These Vulkoori also tend to 
  ne the most peaceful of the drow tribes, trading with 
  outsiders who they meet in the jungles and villages of 
  Xen’drik.
  Vulkoor the Wrathful
  In this aspect, Vulkoor is seen as a vengeful god who 
  wiped the giants from the face of Xen’drik to elevate 
  his own people to supremacy. Drow who worship 
  this aspect of Vulkoor tend to be extremely territorial, 
  rarely venturing away from their ancestral villages and  
  capturing all trespassers to use as ritual sacrifices to 
  the scorpion god. 
  Vulkoor
  Large fiend (demon), chaotic evil
  Armor Class 19 (Natural Armor)
  Hit Points 216 (16d12 + 112)  
  Speed 40 ft., climb 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  22 (+6) 25 (+7)
  21 (+5)
  24 (+7)
  24 (+7)
  Saving Throws STR +16, CON +14, WIS +14, CHA 
  +14 
  Skills  Athletics +15, Nature +12, Perception +21, 
  Stealth +12, Survival +14 
  Damage Resistances cold, fire, lightning, necrotic; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned, stunned
  Senses Truesight 120, Passive Perception 31 
  Languages Abyssal, Elvish, Giant, Telepathy 120 ft.
  Challenge 21 (33,000 XP) 
  Innate Spellcasting. The scorrow’s innate 
  spellcasting ability is Wisdom (spell save DC 14). 
  The scorrow can innately cast the following spells, 
  requiring no material components:
  At will: dancing lights
  1/day each: darkness, faerie fire
  Spellcasting. Vulkoor’s innate spellcasting ability is 
  Charisma (spell save DC 22). He can innately cast the 
  following spells, requiring no material components:
  At will: dispel magic, dragon’s breath, melf’s acid 
  arrow, teleport
  3/day each: conjure animals (2 giant scorpions), 
  vitriolic sphere
  1/day: imprisonment
  Legendary Resistance (3/Day).  If Vulkoor fails a 
  saving throw, he can choose to succeed instead.
  Magic Resistance. Vulkoor has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. Vulkoor’s weapon attacks are 
  magical. 
  Scorpion’s Strike. If Vulkoor has one or more 
  creatures grappled at the beginning of his turn, he 
  may make a tail attack against each of the grappled 
  creatures as a bonus action.
  Spider Climb. Vulkoor can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.
  Actions
  Multiattack. Vulkoor makes three attacks: one with 
  each claw, and one with his tail. If Vulkoor hits one 
  target with both claw attacks, he may also make a bite 
  attack.
  Claws of Vulkoor. Melee Weapon Attack: +16 to hit, 
  reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning 
  damage, and the target is grappled (escape DC 22). 
  Vulkoor has two claws, each of which can grapple only 
  one target.
  
  11
  BY TRAVIS LEGGE
  Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., 
  one target. Hit: 16 (2d6 + 9) piercing damage.
  Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., 
  one creature. Hit: 12 (1d6 + 9) piercing damage, and 
  the target must succeed on a DC 22 Constitution 
  saving throw taking 33 (6d10) poison damage on a 
  failed save, or half as much damage on a successful 
  one.
  Frightful Presence. Each creature of Vulkoor’s 
  choice within 120 feet of him and aware of him must 
  succeed on a DC 21 Wisdom saving throw or become 
  frightened for 1 minute. A frightened creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  These later saves have disadvantage if Vulkoor 
  is within line of sight of the creature.
  If a creature succeeds on any of 
  these saves or the effect ends on it, the 
  creature is immune to Vulkoor’s Frightful 
  Presence for the next 24 hours.
  Legendary actions
  Vulkoor can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at 
  a time and only at the end of another 
  creature’s turn. Vulkoor regains spent 
  legendary actions at the start of his turn.
  Attack. Vulkoor makes one attack, either 
  with his claw or with his tail.
  Move. Vulkoor moves without provoking 
  opportunity attacks.
  Cast a Spell. Vulkoor casts one spell from 
  his Innate Spellcasting trait.
  Lair Actions
  On initiative count 20 (losing initiative ties), Vulkoor 
  can take a lair action to cause one of the following 
  effects; Vulkoor can’t use the same effect two rounds 
  in a row:
  Vulkoor casts the dispel magic spell four times at its 
  lowest level, targeting different areas with the spell.
  Vulkoor casts the darkness spell four times at its 
  lowest level, targeting different areas with the spell. 
  Vulkoor doesn’t need to concentrate on the spells, 
  which end on initiative count 20 of the next round.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Travis Legge/Travis Legge - Minions of Vulkoor v1.0.pdf