A rejkar, from Monster Manual III
Avg. Height 6' tall; 8' long
Avg. Weight 2,000 lbs.
Homeland(s) Risia
Language(s) Abyssal, Common, Dwarven, Giant
Goblin, Infernal, and Risian
3rd edition rules
Creature Type Outsider (Cold)
Advancement By hit dice
Size Large
Source Monster Manual III, pg 140

The rejkars are a race that resemble giant white stags or caribous, but who are intelligent. They hail from the icy plane of Risia, but herds will cross over through manifest zones into areas of Eberron, especially in the Frostfell and northern Khorvaire.[1][2]

Appearance & PersonalityEdit

Rejkars appear as powerfully muscular stags, with white fur and crooked black antlers. Though rejkars look like beasts of burden, they are far from it. Usually evil in alignment, the intelligent rejkars will seek to corrupt primitive peoples of the north, playing the role of a "spirit guide" in order to manipulate tribes. Their end goal is the accumulation of power, and they will often turn a controlled tribe against others in order to obtain more land or followers.[2]


In addition to darkvision, an immunity to cold, and powerful charge attacks, the rejkar have a gaze attack that will freeze its opponents. Rejkars also have a limited ability to see the future, which they use when manipulating primitive tribes.[2]


  1. Eberron Campaign Setting. Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the CoastISBN 0-7869-3274-0.
  2. 2.0 2.1 2.2 Monster Manual III.  (April 2005). Wizards of the CoastISBN 0-7869-3430-1.

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