Hags: Many varieties of hags exist within Eberron, and all of them can trace their lineage back to the Nighthags of yore. These Hags still command a great deal of power and respect, and are not to be taken lightly. Many of them are renowned arcane spellcasters, and it is said that they can curse men with but a single stare. But these are just superstitions (at least I hope). The most famous hags are the Daughters of Sora Kell, the rulers (ha) of Droaam. They are the prime example of what Hags are capable of, and why one should never underestimate one.
Harpys: Harpys have long existed in Eberron. Myths date back mellinia and there true origin is lost to us. There are 2 origins that many claime and evidence points to both directions. The first theory is that the Harpys where women gathered up from the lesser races (most likely humans, elves, hobgoblins, and orcs), these women were turned against their people by the rakashasa's, and as payment for their betrayal they where cursed. The magic that had once made them beatiful and charasmatic, was now used to turn them into hideos fiend-like beings. The evidence for this belief is found in the many fiendish and half-fiendish harpies that inhabbit the realm of the Demon Wastes and the mountains of Q'barra. This belief has mostly been upheld until recently. It is also further suggested by the Harpys fear of dragons and the land of Argonessen as well. The other theory suggest that the Harpy is a magical creation of the giants. Created from elf slaves, of course the elves discourage this theory and consider it a vast insult. The evidence of this is a strange breed of harpy that inhabbits Xen'drik's mountainous regions. These Harpy's (Spellwarped Harpys) have strange powers. Adventurers have claimed of Harpy conclaves that exist in the realm of Khyber, these claims suggest that they are the same common Harpy that has spread across Khorvaire and Xen'drik. Most Harpys seem to be of the normal variety but some mutations do exists.
Hippogriff: Much like the Griffon, the Hippogriff has existed for thousands of years. They originate from the lands of Sarlona, where it is said that a wizard had bred them, as they are much easier to care for then Griffons. The Hippogriff is not native to Khorvaire, but was brought here by the imigrant humans. It has successfully bred and been well kept for in Khorvaire. Different breeds exists, but none are very different from the other, with the exception of the Vidalis Hippogriff. These special bred Hippogriffs, grow to larger sizes, and are always War trained animals.
Hydra: The Hydra is a well known beast, scattered accross with the lands of Eberron. It is claimed that the first Hydra was created by a Rajah or Daelkyr who captured several young dragons, and bound them into one body. Many different varieties exist, inhabbiting Khorvaire, Frostfell, Xen'drik, and even Argonessen. Most scholars in the know doubt that the Daelkyr created the creature, but one species seems to show that they had their hand in its creation. This subspecies only exist in Khyber, and the theory persist because of its appearance and strange abilities. Its heads are nothing more then squid-like maws, a mass of tentacles centered around razor sharp parrot-like beaks (Half-illithid Hydra). It possesses an immunity to most weapons (DR 5/byeshk), and has similar powers to that of a Mind Flayer. They are commonly called Hydrallithids or Hyrdraliths. Few samples, or cadavars have been brought back of the creature for study, so little is really known of the beast. Another stunning variety of the creature can be found on Argonessen. These large and powerful hydras, grow to large proportions, and seem to be infused with draconic blood or magic (Advanced Draconic or Half-dragon Hydra). These beast are feared, only the most powerful dragons even attempt at challenging these creatures, and even then the battles can go either way. The Hydragon as it has been dubbed is known for its multi-colored hide of chromatic and metalic scales.
Kraken: The Lords of the Deep are an ancient race, who has been on Eberron since the rise of Dragons and Fiends. The Krakens are one of the most legendary beasts of Eberron, for thousands of years they tormented and plundered the seas. They are a widely diverse species with numerous rumored subspecies and rare speciemens. Two different legends persist on the creation of these beasts, both of which are viable. The first school of thought is more commonly excepted in Khorvaire. That in the days of yore, when the gods where creating the races, in the Sea of Rage, the Fury blessed massive squids with the gift of sentience. He told them to strike out and take from those that lived upon the surface if they dared to tresspass in their realm. This explains the creatures highwayman-like mentallity, and their hording nature. The other myth is more darker and it is widely believed even though little evidence is their to back it up. The myth states that an ancient race that lived deep beneath the water's surface known only as Aboleths, created the Krakens. The legends claim that the Krakens where originally used to gaurd their lairs and treasures, and over the years, the magical energies that the Aboleths used changed the Kraken into an intelligent species. Few scholars know the true origins of this creator race, and no bodies of it have ever been recovered. This legend seems to come from ancient Dwarven legends, and can be found in the reciting of their journey to Khorvaire.
Krenshar: Wild and dangerous, the Krenshar inhabbits many forests and jungles of Eberron. These strange creatures are said to have been created by wild magics that changed local creatures into their present state. The Krenshar inhabbits every continent of Eberron, and many varieties exists. From the common Krenshar to the Deathfang of Aerenal, these creatures are widely respected by local beings. The most commonly seen Krenshar inhabbits the forests of Khorvaire, Xen'drik, and Argonessen. Several subspecies exists among them, but the differences are merely size and appearance. The magic of the deathless that infuses the realm of Aerenal has long warped these Krenshar into almost completely different beast. Rumors suggest that the first deathless helped this breed along its way to deter vistors from making their own stops on their shores. The Deathfang (Half-vampire Krenshar) is considered one of the most dangerous Krenshar species, as it has strange powers. It is unknown, but the Aerenal claim the deathless created it as a mockery of vampires, claiming that such undead are nothing more then savage animals. The Snowcoat Krenshar of Frostfell seems to be one of the largest varieties of Krenshar found. These creatures are known for their massive daggersized fangs and beautiful ivory coats. The only speciemen of this Krenshar ever caught is stuffed and can be seen in Fairhaven at the Wayfinder Foundation. The most intelligent of Krenshar by far is the Sarlonan Krenshar. This desert cat is renowned at is hunting tactics and its ability to bring down powerful game. It doesn't help matters that the creature has poisonous claws with which it strikes with to bring down its game, and a number of other strange abilities as well. The Sarlonan Krenshar is commonly known as the Kl'rieonn, or Dune Cat, and several of these beast have been given to the king of Q'barra as a gift from the Riedran lords. The most striking feature of this cat is its large manes that are on the males.
Krenshar- Krenshar inhabit the Whispering Wood in northern Aundair. Once a normal species of big cat (possibly a leopard), the wild magic prevalent in the Wood affected sucessive generations until the krenshar was created. A sociable animal, they lair near the cairns that are the source of the wild magic in prides of up to ten adults, plus a few cubs. It is possible to domesticate the cubs, but the main problem is getting to them through the pride and the other dangers of the Wood. If a cub is domesticated, you gain a loyal companion for your troubles.
Hows that? It's my first attempt, so go easy on me :D
Good job DL, I'll use that in what I had planned. I just don't have time on the weekends to really post, but that is similar to what I was going with. I'll use your's, but expand on it if you don't mind. See ecology is simple. First think world wide, the most common version, usually, will be the one found in the books, and the originating species. The what you do is narrow the view of what lands it is found in. In this case you put the common species in the Whispering Woods. Ok where is it also found if anywhere? In these locations are they the same as the common type? The more inhospitable the ecology in that region is, the more specialized the creature will become. Also in certain regions where ancient powerful beings or have lived if the creature exists there you may want to think about experimentation and breeding. Did these powerful beings ever use the creature for any purposes? If so did they experiment on it, specializing the creatures further? The Grick is a prime example of how I have done this. The common Grick is found throughout Khyber. But two sub-species exist. The Ha'ashkul and the Spellbane Grick. The Ha'ashkul was experimented on by the Dhakaani, to turn the Daelkyr's own minion against them. They bred the creature in a way to make it very effective against aberration, and small enough where they are more easily controled. The Spellbane Grick however is a further modification by the Daelkyr on the Grick. In this case they have modified it to battle the reminents of an overtly magic dominated society. These Grick are breed to "feed" on magic users, even more dangerous, the Daelkyr bred them to appear and look like normal Grick and even hide among them (suggesting greater intelligence Flame). So keep up the good work and you are more then welcome to help out.
Kuo-toa: Deep in the depths of Khyber underground rivers and caverns exist, many of which connect with the oceans of Eberron. The Locathah speak of an ancient kingdom that rested between the Sea of Lost Souls and the Barren Sea, ruled by savage priest kings. These ruling caste of Locathah practiced unspeakable rituals in the names of dark gods, and would commonly sacrifice even their own people in their name. Eventually the Locathah fough back against these kings and toppled their empire. Those loyal to them fled into the underground streams and rivers, and now they have turned into a vile race, the Kuo-toa. Today the Kuo-toa can mainly be found, in the realm of Khyber, beneath southern Sarlona, the far western and northwestern reaches of Xen'drik, including the Kapaerian Island. The Kuo-toa are a dark and brooding people, and they are just as emperialistic now as they where thousands of years ago. Today they have managed to build city-states, and thankfully have yet to be united under one banner. They are unscrupolous beings as well, and many of their founders began their city-states near or within manifestation zones to some of the most horrid places (Shavarath, Mabar, etc).
Lamia: Rakshasa's where not the only fiends who where born from Khyber. Where the Rakshasa's where the generals and leaders during the Fiend-Dragon Wars, the Lamia where the shock troops. When the Rajah's where bound by the Flame that Binds, the Lamia's fled into the most inhospitibal climates. Today they can be found in the Demon Wastes, the deserts of Sarlona, and Menechtarun desert of Xen'drik. Many of the creatures breed with fiends, producing some of foulest offspring in creation. They are savage and vile beings, who usually respond with violence. Lamia fear dragons and their minions though, and one who is skilled in the arts of deception could probably frighten them off with the right wording. The largest numer of Lamia can be found in Menechtarun, where they feel safe from the dragon's wrath. Here they wonder about commiting whatever acts they wish without rancor.
Lammasu: The Lammasu is as rare as the Couatls, and few have ever seen a living speciemen. Rumors have said that Lammasu orginate from Argonessen, and that a pride has staken claim in the Blade Desert of Khorvaire. The Lammasu's origins date back to the Fiend-Dragon Wars, where they much like the Couatl's fought side by side with the dragons. The Lammasu do not truely consider the dragons their allies, but where quite found of the great feathered serpents. Lammasu commonly strike out territory and more often then not, will stay gone for long periods of time. This is one reason that many have never seen the creature, for it is very nomadic and rare. They are known to travel as far as other continents in persuit of enemies, and that nothing short of death will usually stop them.
Locathah: The Locathah where once a nation settled between the Barren Sea and the Sea of Lost Souls. They where not the nomadic and peaceful people of today, they where savage and violent. Their kingdom was ruled by priest-kings who where ultimately powerful, and eventually turned to sacrificing their own people to appease their dark gods. At this point the Locathah changed, they realised the error of their ways, but their leaders did not wish to vanquish this power they had. There was a revolt and many of the rulers and thier allies fled the destruction. The Locathah have long forgotten this, and they claim that the ruins nestled between the Barren Sea and Sea of Lost Souls has long been cursed. Today they are nomadic and nature oriented race who is scattered along those two seas. Constant battles between them and the Sahuagin are inevitable, but without the numbers, or the thirst for blood of the Sahuagin, the Locathah usually fight only to flee or make their way through. This has led to some tribes of Locathah being scattered near regions dominated by Sahuagin, cut off from their breatheren. Oddly enough it is said that mutant Sahuagin are created by the offspring of Locathah and Sahuagin parents.
Manticore: The Manticore is one of the most successful species in all of Eberron. The Manticore is not native to the lands of Khorvaire, and actually comes from Sarlona. The Khorvaire breed, commonly called Lhazaar's Manticore, has also made its way to Xen'drik, Aerenal, and even Aerenal. The Sarlonan Manticore (Phrenic Manticore)is the most dangerous breed of the beast and possibly the most intelligent. It has powerful psionic powers, which are rare in the inbred manticores of Sarlona. Infact the Sarlonan Manticore actually has a full mane and a more lionesque body, and is considered a quite strikingly beautiful animal. The Lhazaar Manticore is commonly found across Khorvaire. It is still a rare sight, but can be found accross the continent. It is uncommon in Aerenal, Lhazaar Principalities, Xen'drik, the Jungle of Scimitars (Valenar), the King's Forest (Breland). However, it is quite common in Basura Swamp (Q'barra), the entirety of the Shadow Marches, southwestern Droaam (The Watching Woods and west), Torlaac Moor & The Khraal (Darguun). Several other species exist within these regions, and a species of fiendish Manticore inhabbits the canyons of the Demon Wastes.
Medusa: (by Keith Baker) Check here. Here is the jist of it though: Stories credit this daelkyr with the creation of the medusas, basilisks, and all other creatures with the power to turn flesh to stone. The medusas of Droaam deny having any ties to the daelkyr, and they are not aberrations. But the records of the Gatekeepers clearly show that medusas fought on the side of the daelkyr in the battle for Cazhaak Draal; whether they were creations of Orlassk or simply its slaves is open to debate.
Merfolk: Said to be blessed by the God of Beasts and cursed by the Fury Merfolk wander the seas between Sarlona and Khorvaire. They are a very nomadic people, who travel from constantly and little is known about them. Those few who have settled down claim that they where once humans, who had an island nation west of Sarlona. The Fury angered by their disrespect and lack of worship to him sank their isles beneath the waves. Many Merfolk leaders are infact priest of Belinor, and defenders of the undersea realms, constantly they battle with Sahuagin and any who worship the Fury. (for those that use the Aventi from Mealstrom) The Merfolk also inhabbit underwater ruins which are populated by the Aventi, who revere the less common Merfolk. The Merfolk are seen as chosen by Belinor to lead their people, helping them recover from the distruction of their kingdom. Although still nomadic, many have taken it upon themselves to help their kinsmen. The Merfolk look to the Aventi as a parent does to its children, and try to guide their ways. Like the nomadic Merfolk these to commonly worship Belinor, but it is not uncommon to find them worshiping other gods of the Soveriegn Host.
Mimic: The mimic was created by the Daelkyr. Little is known about the odd creatures other then myth and legend. The common belief is that they seem to have been created as a living trap to combat the Dhakaani. Usually sent out to penetrate the defenses of their enemies, before a true force was to come. The mimic, is also believed to have just been a beast from Xoriat, that the Daelkyr have managed to control. This would make sense, seeing as Mimics really had little to do with teh Daelkyr, and they are just as likely to attack their minions, as they are their enemies. The Mimic is one of the oddest creatures seen, as it can mimic many inanimate shapes, but lacks the ability to transform into living creatures. Another belief shared by dopplegangers and changlings alike is that the mimic was created by the Traveler. The myth states that several dopplegangers began to worship him in awe, and every time they commited any act it was in his name. To teach these over zealous fools a lesson he changed them, never allowing them to take the shape of a living creature. For this many dopplegangers and changlings see them as cursed and tainted beings, that were unable to live up to the true edicts of the Traveler.
Minotaur: (inspired by Rechan) Khyber spawned many creatures, and many creatures are believed to be their creation, but the Minotaur is not a true spawn of Khyber. Long ago the Minotaurs where a fierce race of warriors, very different from what they are today. They where once a surface dwelling race of powerful humanoids, who where fanaticaly devoted to a bull god. It is unknown where they came from or who cursed them, but the story ends with them being cast into the shadows of Khyber and being changed into the beings they are today. Some say the Traveler did it, others say the Dragons or the Giants, and some even claim the Rakshasas, but no one knows for sure. What is known is that they are wide spread and have encompassed many regions of Eberron. In Khorvaire with the rise of Droaam many have risen to the surface and become more civilized then their former selves. Stories of powerful Minotaur warriors are now told, and their prowess as combatants is truely recognized. Several Minotaur names are commonly heard, although not all are believed. Whitemane (Barbarian 5/Ranger 4 2-wpn fighting) of Xen'drik lives deep within the mountains hunting all who intrude into his domain. He is renowned among a handful of Minotaur clans that dwell within the mountains, and many warriors have sworn fielty to him. These clans are one of the few minotaur societies known, they live within the upper eschalons(?) of Khyber where they hunt any intruder, regardless if they came from above or below. They are extremely violent to outsiders but will meet peacefully at the edge of their realms. Tusk (Half-fiend Barbarian 3 Carrion Tribe Chief) is one of the most feared beings among the Carrion Tribe, his foul temperment and chaotic nature has led him to be chosen as a great chieftain. Tusk is completely devoid of fear and commonly runs into battle at the frontline of his forces. It is said that Tusk is just as ruthless to his men as he is towards enemies and he can easily be sighted by the pair of massive gore stained tusks he keeps strapped to his back. Tales from the Shadow Marches speak of a female Minotaur who is known as Pale Eyes (Wiz ?/Druid ?/Arcane Hierophant 1), because of her blindness. Pale Eyes is a renowned orator and is gifted in both arcane and divine magic, and it is said that she gained this skill from a Dusk Hag, who blinded her in exchange for the skill. Many orcs avoid the minotaur claiming she is a witch, but some have sought her out in an attempt to gain help. It is said that a powerful bull protects her.
Mohrg: The first Mohrgs date back to the age of Giants and the age of Monsters. Little is known about who or what created the first Morhgs, but several beliefs exist. Some point that the Rakashasa's corrupted some of the most violent and dangerous giants, using their gifts of manipulation to turn them against their kin. When killed they would send other agents to turn the giant into a Morhg and let it loose on its bretheren once again. Another claim states not the origins, but uses of Morhgs that the giants used them to control rebellous or down right revolting communities. Also several small clans of Dhakaani, although not fond of the idea, turned to necromancy to defeat the Daelkyr. These clans are the same clans that developed the magic of the Bonedrinkers and worse. The Morhg where one of the first successful attempts in creating powerful undead to fight against their foe. The Dhakaani turned to their population of criminals and vagabonds, and discovered that the hate burried deep within the psyche of murderers and mad men bore to a powerful creature. The ancient Dhakaani began at that time to set the punishment for murder was to be harsh and deadly, but would allow the transgressor to make ammends to their empire, they where to become Morhgs. Today's Dhakaani see the Mohrg and the other undead as a nessecary evil that has long out lived its usefullness, especially seeing as they gaurd the sacred ruins that they wish to reclaim. However, the Dhakaani still do practice this ritual, especially for those Dhakaani who unjustly murder other Dhakaani. Some Drow tribes that practice the ancient necromantic religion of the elves also create Mohrgs. These rights are very similar to those practiced by the Blood of Vol. The ritual begins where a member of the tribe (or church) is given a weapon and sent to kill a helpless victim, usually strapped to an alter. The victim is usually an outsider, but sometimes the followings dictate that the weak should sacrifice so that the strong should live. Both participant (at least in the Drow's case) know what is to happen, and only the victim is usually unwilling (the victim is usually chosen by a 'lottery'). After the victim is slain, the Drow entomb the "murderer" in a small wooden casket and leave him/her for dead. The casket is usually filled with the entrails and organs of the victim, and the casket smeared with honey to attract insects such as ants. After a few days the Drow return to "cleanse" the spirit leaving only the Mohrg behind. They flood the casket a special concotion of what is believed to basically be unholy water. The body (still left in the casket) is then taken to the ruins or burrial site where it is supposed to gaurd. Many Drow that come from these tribes find it an honor to be chosen to become a Mohrg and protect a sacred site. (Inspired by Rechan)
Mummy: Many different forms of mummification has been reported from all over Eberron. Some of these are natural and unintentional, but the creation of undead mummies is usually intentional and more rare. The Blood of Vol practices the oldest rituals of mummification, while certain tribes of Drow in Xen'drik practice a similar method. The ancient Dhakaani also created these undead as well. Some orcs that where not given proper burrials and where burried within peat bogs to mummified and rose up as Mummies. The most ancient mummies are found in Argonessen and Xen'drik, and these are the remains of Dragons and Giants.
Naga: (inspired by DragonLover) Spawned from Khyber the Naga where one of the first creatures of Eberron. They appeared towards the end of the Dragon-Fiend wars, and truely took no place in the conflict. It is said that the first Nagas, Water Nagas, although niether inherrently evil or selfish, saw no need to joining a losing battle, and instead turned to their own devices. The Naga's became lore keeper of various sorts. Many turned to nature oddly enough, although they usually kept to the darker side, while others dabbled in the arcane arts. Today they inhabit the many rivers and streams, as well as the Ten Seas of Eberron. Many of them are said to contain ancient knowledge of the mystical arts, which has commonly led them to be sought out. Water Naga's are also usually skilled in the druidic traditions and it is not uncommon for one to have levels in the class. Two other species are actually closely related and they tie into the few Naga's who did join in the Dragon-Fiend Wars. The Gaurdian Naga is the second oldest species of Naga, and they where given special powers by the dragons to gaurd and protect entrances to Khyber, as well as locations within Khyber. At first they where vigilant, but many fell into dispair, as the whispers of the Rakshasa's began to weaken them over time, and so the Dark Naga where born. The Dark Naga commonly kill and replace the Gaurdian Naga's whenever they get the chance, and today the Dark Naga is believed to outnumber the Gaurdian Nagas. The two spiecies are completly intoxicated with violence towards one another. The Gaurdian Naga's are commonly known to be practitioners of divine magic, as are the Dark Nagas. The Gaurdian Naga's typically worship Syberis, while the Dark Naga's Khyber. Also of the Gaurdians many actually have dragon blood in their veins and some are actually the children of Dragon parentage. But one breed shows a different path then the others, Spirit Nagas. They seem to be a more recent jump in the evelutionary chain, and are only found near or within Khyber. The Spirit Naga are said to have originated from eggs, that was raised by Daelkyr minions, they did little to change them, but the Spirit Naga, unlike other Naga have little regard towards the natural order of things. They are the some of the foulest and most inherrently evil creatures, many of them even lead cults of the Dragon Below. Spirit Nagas are one of the most numerous species of Naga today, but few are actually seen of them. Their population is steady, and much is to be feared if these fiends are left unchecked.
well thanx IGMK, I am glad that you like the thread. I'm trying to do the best that one man can, and I know it is moving at an awfully slow pace, but the simple fact remains, that anyone is welcome to help. I actually want this to be a community effort, where some of use can email each other back and forth are ideas, then post them. I don't feel that some of my ecologies are really all that great, but are good enough to fit the bill. Some of them I am actually impressed with, especially the ones with that Rechan sparked (Chimera for instance). I would like to assure everyone who reads this thread (which it seems to be taking off), that I want peoples input, I want to hear other peoples ideas. Yes I'll repost everyone's ideas, but this is only because I plan on reposting this thread later on with all the monsters and such in a very orderly fashion, to make it easier for DMs and players alike.
Ogre: Ogres have inhabbited Khorvaire and to a lesser extent Xen'drik. The origins of the ogre are believed that they are actually native to Khorvaire, and distant cousins to the giants that once ruled Xen'drik. Ancient text describe that the giants enslaved many ogres and brought them from Khorvaire and led them to Xen'drik, which is how they are still there. These beings have always been savage and violent race, one who is more then capable of throughing it weight around. Many scholars believe that the ogres are the discendents of giants/orc prodigy. That thousands of years before the rise of the giants empire(s) that some giants had been stranded on Khorvaire. With little other choice they bred with the orcs, which led to the Ogre. This is also believed since the giant word, Ogre, can be translated into a dozen similar words that all loosely mean "mutt".
Ogre Mage: The Ogre Mage is one of the most dangerous creatures native to Khorvaire. They are rare, and usually the leaders of Ogre tribes, Ogre Magi are considered a very intelligent race. That being said, the origins of the Ogre Mage actually can be traced to the ancient empire(s) of the giants. Text and hieroglyphs dictate that the giants experimented on the ogres of Khorvaire with magic. After generations the race breed true, even when coupled with an ordinary Ogre. Many of these dastardly creations where actually taken back to Khorvaire, and gave rise to the Ogre Mage. The Ogre Mage of Khorvaire only represents a small percentage of the native ogre populations (maybe 5-10%), where as the Ogre Mage of Xen'drik represents a much larger percentage of the population when compared to its Ogres (25-30%).
Otyugh: The Otyugh is another one of the natural denzens of Xoriat that came to Khorvaire. These creatures are disgusting horrid beast that will devour anything, and are commonly contaminated with disease. Due to their origins the Daelkyr have experimented on the creature creating numerous different subspecies. However, the most wretched breed, seems to be the creation of the Dhakaani. The Lifeleech Otyugh is believed to have been created by Dhakaani wizardry. They have the innate ability to syphon off magical healing. They where sent into waves of Daelkyr to wound and infect as many as they could before the Dhakaani would come to battle. These Otyugh where very effective, so much so that even the minions of the Daelkyr used them as well. The most frightening thing of the Lifeleech is that it appears as a normal Otyugh, with no difference, so thier is no way to identify one until it is to late.
Owlbear: Owlbears originate within several realms, but mostly found within Khorvaire. Scholars hypothesize that the Owlbear's origins date back to the days when the goblinoids and orcs where just begining to rise up. The Owlbear was originally found near what are now known as manifestation zones. The zones in particular that helped breed these beast where linked with Xoriat. This can be seen in the multitude of subspecies within Khorvaire alone. At least 10 species exists, from the Pygmy Owlbear of the Talenta Plains, to the flying Firehide Owlbear of the Demon Wastes, to the strange and hidious Vulrhaar'khraal of Dargun. The most common owlbear of course can be found in the numerous woodlands of Khorvaire, and even the jungles of Xen'drik, Aerenal, and Argonessen. Of all the species the Vulrhaar'khraal is the strangest of the breed, and lives in the Khraal of Darguun. These creatures are renowned for their foul temper and agressiveness. Unlike other Owlbears this one is completely devoid of fur or feathers, and is covered in a nasty green warty hide. Its arms are incredibly long and have the ability to extend furthers then what would be first suggested when seen. It is also unnaturally gaunt, and its ribs and spine can be easily be seen. Killing one of these creatures is considered a badge of honor by the goblinoids of Darguun, but the fear of its territory and tenacity of its viscousness is enough to keep many out.
I really like what you did with the mimic and lamia, two critters that you just so rarely hear about. I really dig the suggestion they're curses from the Traveler (Something that shoudl be played up more!), and native Xoriat inhabitants - we hear so much about creations of the Daelkyr but never just native creatures from their plane. As for the Lamia, it's just neat seeing them integrated well, as you just don't see them all that much.
Mohrg: The first Mohrgs date back to the age of Giants and the age of Monsters. The first Mohrgs where created by the giants, who then passed on this ability to the elves, that later founded the necromantic elven traditions (Blood of Vol). Also several small clans of Dhakaani, although not fond of the idea, turned to necromancy to defeat the Daelkyr. These clans are the same clans that developed the magic of the Bonedrinkers and worse. Today's Dhakaani see the Mohrg and the other undead as a nessecary evil that has long out lived its usefullness, especially seeing as they gaurd the sacred ruins that they wish to reclaim. Some Drow tribes that practice the ancient necromantic religion of the elves also create mohrgs.
I think this kinda takes away the essence of the Mohrg. The description you offer up could very well fit any undead creature. However, Mohrgs are a particular example because these creatures are generated from murders who were stopped mid-crime, when they still wanted to kill. So, instead of just saying "These groups just go BAM! You're a mohrg, now protect this stuff!" how about:
Mohrg: Murder is one of the oldest crimes. And when a murderer is stopped prematurely, one of the oldest forms of undead rise: the mohrg. The first to take advantage of this phenomena were the Dhakanni. Goblinoids who felt the need to kill their own in cold blood in the dead of night, for no purpose but the joy of killing, were seen as corruptors of the Goblinoid idea of honor. After discovering the nature of these disgraced, executed beings coming back, the goblins used the mohrg curse as a boon and punishment: after executing the offending killer, his corpse was bound to sacred sites, forcing him to be an undying guardian, not out of respect for the site or his heritage, but because he could be trusted to kill anything that came close out of a desire to kill.
The Blood of Vol, possibly inspired by the Dhakanni, or coming to a similar idea from observing the phenomena, began an aggressive campaign to capture repeat killers in order to harness the mohrg. But rather than bind the creature as a guard, the cult co-opted the mohrgs as secret enforcers, the beings often ending up as assassins or members of strike teams employed by the Emerald Claw. The fact that the Emerald Claw pursues murderers with this particular tenacity wins them points with Karnathi government/law enforcement, and the populace.