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saving throw for this lair action.

The target dies if its MADNE S S OF DYRRN


Intelligence score is reduced to 0. The reduction lasts If a creature goes mad in Dyrrn's lair or while it can see
until the target finishes a short or long rest. the daelkyr, it gains a form of indefinite madness. Roll
Re§ional Effects. A region containing a passage to on the Madness of Dyrrn table to determine the nature
Dyrrn's lair is warped in one or more of these ways: of this madness, which takes the form of a character
flaw that lasts until cured. Chapter 8 of the Dungeon
• Plants and animals raised within 2 mile of the pas­ Master's Guide has more information on madness.
sage have twisted, aberrant forms. Use the Daelkyr
Modifications table for inspiration. M A D N ESS O F DY R R N
• Creatures within 1 mile of the passage frequently feel
as if something is crawling under their skin. d6 Flaw (lasts until cured)
• If a humanoid spends at least 1 hour within 1 mile of "There's an i l l ithid parasite living in my bra i n ! "
the passage, that creature must succeed on a DC 22 2 " I can feel myself evolving into an aberration."
Wisdom saving throw or descend into a type of mad­ 3 "Aberrations are the o n ly natural things."
ness (see "Madness of Dyrrn" below). A creature that 4 "A part of me has become a conscious entity."
succeeds on this saving throw can't be affected by this
5 " M y opponents m ust bow down to a m i n d flayer!"
regional effect again for 24 hours.
6 " Dyrrn and the m i n d flayers s i m ply want to u n ite
If Dyrrn dies, these effects fade away after ldlO days. all sentient creatures in collective consciousness.
And I receive messages from the group m i n d ! "

DYRRN Tentacle Whip. Melee Weapon Attack: +1 5 t o h it, reach 1 0 ft.,


one target. Hit: 24 (3d l 0 + 8) slashing damage. If the target
Medium aberration, chaotic evil
is a M e d i u m or smaller creature, it is grappled (escape DC
23), p u l led i nto an u noccupied s pace withi n 5 feet of Dyrrn,
Armor Class 21 (natural armor)
Hit Points 325 (3ld8 + 1 86) and m u st succeed on a DC 23 I ntel ligence saving th row or be
Speed 40 ft., fly 40 ft. (hover) stunned u ntil this grapple ends. Dyrrn can't u se the same ten­
tacle whip on another target until this grapple ends. Dyrrn has
STR DEX CON INT WIS CHA two tentacle whips.
26 (+8) 21 (+5) 22 (+6) 26 (+8) 2 3 (+6) 24 (+7) Corruption. Dyrrn targets one creature it can see within 60 feet
of it. The target m ust succeed on a DC 23 Constitution saving
Saving Throws I nt +1 5 , Wis +1 3 , Cha +14 th row or take 22 (4d6 + 8) necrotic damage and become cor­
Skills Arcana +1 5 , H i story +1 5, I nsight +1 3 , Perception +1 3 rupted for l m i nute.
Damage Resistances poison, psychic A corru pted creature's flesh twists in alien ways. The creature
Condition Immunities bli nded, charmed, exhaustion,
has disadvantage on attack rolls, its speed is reduced by half,
frightened , poisoned, prone
and if it tries to cast a spell , it m ust fi rst succeed on a DC 1 5 I n ­
Senses truesight 1 20 ft., passive perception 23
tel ligence check o r t h e spell fai l s a n d is wasted. T h e corru pted
Languages Deep Speech, telepathy 1 20 ft.
Challenge 24 (62,000 XP) creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Alien Mind. If a creature tries to read Dyrrn's thoughts o r deals Extract Brain. Melee Weapon Attack: +1 5 to hit, reach 5 ft., one
psychic damage to it, that creature m ust s ucceed on a DC incapacitated creature grappled by Dyrrn. Hit: 55 ( l Od l O) pierc­
23 I ntelligence savi ng throw or be stunned for l m i nute. The i n g damage. If this damage reduces the target to 0 hit points,
stunned creature can repeat the savi ng throw at the end of each Dyrrn kills the target by extracting and devouring its bra i n .
of its turns, ending the effect on itself on a success.
LEG E N DARY ACT I O N S
Legendary Resistance (3/Day). I f Dyrrn fai l s a savi ng throw, it Dyrrn can take 3 legendary actions, choosing from the options
can choose to succeed i n stead. below. Only one legendary action option can be used at a time
Magic Resistance. Dyrrn has advantage on saving th rows and only at the end of another creature's turn. Dyrrn regai n s
against spells and other magical effects. spent legendary actions a t t h e start of i t s turn.

Regeneration. Dyrrn regains 20 h it points at the start of its Tentacle Whip. Dyrrn makes one attack with its Tentacle Whip.
turn. If Dyrrn takes radiant damage, this trait doesn't fu nction Spawn Aberration (Costs 2 Actions). Dyrrn regurgitates an in-
tellect devourer (see its entry in the Monster Manual) i n an
at the start of its next turn. Dyrrn dies only if it starts its turn
u noccu pied space within 5 feet of it. The intellect devo u rer i s
with 0 hit points and doesn't regenerate.
u nder Dyrrn's control and acts immediately after Dyrrn in the
Teleport. As a bonus action, Dyrrn can teleport up to 30 feet to i n itiative order.
an u noccupied space it can see. Mind Blast (Costs 3 Actions). Dyrrn magically emits psychic
energy i n a 60-foot cone. Each creature i n that area m ust
ACTI O N S succeed on a DC 23 I ntel l igence saving throw o r take 30 (5d8
+ 8) psych ic damage and be stu nned for l m i n ute. A creature
Multiattack. Dyrrn makes one Tentacle Whip attack and u ses
can repeat the savi ng throw at the end of each of its turns,
its Corruption once. Dyrrn can replace its Tentacle Whip attack
ending the effect on itself on a success.
with Extract Brain if it has a creature gra ppled.

C HAPTER 6 I F R I E N D S AND FOES

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