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BY E. R. F.

JORDAN
TEMPLATE BY NATHANAËL ROUX
Contents Introduction
he half-elf paused in her
Madness is not Mental Illness.....3
Illness.....3 examination of the Khyber crystal. The
cave was quiet––a little too quiet, in her
Character Options..........................4
Options..........................4 opinion. No echoes of distant
Race: Daelkyr Creation .....................................4
.....................................4 underground rivers, no scuttling bugs
or screeching bats. It was as if all of
Warlock patron: nature was holding its breath––waiting for a dark
The Symbiont ...........................................................6
...........................................................6
cloud to pass it by. In her experience, that meant
The Daelkyr........................................7
Daelkyr........................................7 something worse than predators or cave-ins was
Avassh, the Twister of Roots...........................7
Roots...........................7 waiting for her in the shadows. All at once,
something moved in her periphery, and she reached
Avassh’s Lair ...........................................................................7 for her scimitar––but it was too late. The mind
Madness of Avassh...............................................................8 flayer’s tendrils were already sinking into her mind,
Fyrlock, the Waiting Shadow...........................9
Shadow...........................9 and the world was retreating into a whimpering
Fyrlock’s Lair..........................................................................9 haze of darkness.
Madness of Fyrlock...........................................................10 Far down in the twisting caverns of Khyber,
Kyrzin, the Prince of Slime ...............................11
...............................11 monsters beyond imagination roam and hunt,
Kyrzin’s Lair..........................................................................11 untouched for centuries by the light of Eberron’s
Madness of Kyrzin.............................................................12 sky: mind flayers, beholders, dolgrims, dolgaunts,
Nuumas, the Harmonious ..................................13
..................................13 and a league of other creatures just as sinister and
Nuumas’s Lair.......................................................................13 foul. These aberrations are the children of
Madness of Nuumas ..........................................................14 experimentation, the projects of ancient invaders
Orlassk, the Master of Stone .........................16
.........................16 from the realm of Xoriat: the daelkyr, lords of
Orlassk’s Lair ........................................................................17 madness and corruptors of the natural order. The
Madness of Orlassk............................................................17 ultimate agenda of these depraved beings is
Thassalyr, the Towerwitch ............................18
............................18 unknown: the optimistic believe they seek world
Thassalyr’s Lair....................................................................18 domination, and the pessimistic can only guess at
Madness of Thassalyr .......................................................19 fates far worse.
Valaara, the Crawling Queen........................20
Queen........................20 This collection of notes, revolting as it may be to
consider, is your best line of defense against the
Valaara’s Lair........................................................................20
twisted creatures that live beneath Eberron. What is
Madness of Valaara............................................................21
Wuurzim, the Star Beneath..............................22
Beneath..............................22 known about these daelkyr and their domains has
been committed here––pray that you never have to
Wuurzim’s Lair...................................................................22 use it.
Madness of Wuurzim ......................................................22 Remember, my friend: the horror of Xoriat runs
deep, and no corner of your mind is safe.

Kalen Sybil
Aberrologist, Underdark explorer

ON THE COVER
This amulet, illustrated by
E. R. F. Jordan, is infused
with the maddening power
of Xoriat. Stare into it at
your own risk.

Legal
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica 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 E. R. F. Jordan and published under the Community Content Agreement for Dungeon
Masters Guild.

2
Madness is not Mental
Illness
Dungeon Master is creating a safe space for your
players and considering their needs. You never
Madness is a difficult topic to tackle in know the full extent of a player’s experiences:
roleplaying games. Used correctly, it can be a including difficult topics like mental illness,
potent storytelling tool: the psychic influence of mind control, inter-player paranoia, and
an eldritch creature slowly driving a creature to existential horror might be cathartic for some
behave in ways unlike themselves is a powerful players and thoroughly unpleasant for others.
way to illustrate the sort of stress and horror that
creature is experiencing. However, when used Madness as Sympathetic
incorrectly, madness effects become an Despite their differences, remember that many
overblown parody of mental illness, demonizing players will see it as a stand-in for mental illness,
it and portraying it as a flaw meant to be cured or and treat it with appropriate respect. A character
dominated in order to return to a “true”, “pure”, or is not evil or broken just because they bear a form
“good” self. of madness (or mental illness). If anything, a
This section is intended to guide players and character that has been influenced by the daelkyr
DMs when using madness effects in their horror- is the victim of an act of violence, and should be
themed games, like the ones presented in this treated with appropriate sympathy. Such a
book. character is going through a daunting, horrifying
experience: they are no more evil than someone
Madness versus Mental Illness with a broken arm or a chronic disease.
Though madness and mental illness share many On the same point, take extreme care that any
traits, they are not the same thing. Madness comedy derived from madness in your games is
effects, as presented in this title, are supernatural explicitly good-natured. Poking fun at a character
in nature--the result of powerful psychic with a madness trait is akin to teasing a person
creatures altering the minds of those around them about a missing limb: it is the result of a
to further their insidious goals. Mental illness is a harrowing event in a person’s past, and more
health condition that alters the way a person often than not is totally out of the person’s
thinks, acts, or feels. It’s not hard to see the control. Jokes about a person being “crazy”,
overlap: a person with a madness trait and a “forgetting their medication”, commiting suicide
person with a mental illness both behave in ways over small inconveniences, or having a mental
unlike themselves, and neither have much illness because of their unusual behavior are
control over their conditions. totally inappropriate at the vast majority of
However, madness and mental illness are not the tables, and for good reason: they shun and
same, and shouldn’t be treated as the same. A trivialize the experiences of people with mental
madness effect can be reversed by magical means, illnesses for a cheap laugh.
or through long periods of rest and introspection,
and are the result of an evil presence in the world. Tools for your Table
Inversely, most mental illnesses can’t be “cured”, Consider some of the following tools to help
only treated, and can occur for any number of introduce madness effects without creating harm
reasons, from genetics to trauma to complete or distress at your table:
chance. This line is inviolable: mental illnesses • Before your campaign begins, allow players to
can’t be reversed with a remove curse or greater submit to you a list of topics they don’t want to
restoration, madness isn’t something you’re born explore or touch on. The lists can be named or
with, and mental illnesses are not a form of anonymous, depending on the comfort level of
madness. the players. Use these lists to plan your
campaign, directing it away from
Assessing your Table uncomfortable topics and trauma triggers.
The first and most vital step of including sensitive • Give your players an “X-Card”. When the game
topics in your games is assessing the sort of table touches on a topic too unpleasant for a player,
you’re playing with. People play games for many they can simply hold up the card, signalling to
different reasons: to challenge their skills, to tell a you and the other players that you should move
thought-provoking story, to explore their on to something else as soon as possible.
emotions and identity in a safe environment, • Check in with your players after each session.
among a thousand other reasons. As a Dungeon Ask whether anything in the game made
Master, one of your roles is fulfilling this desire as players uncomfortable, and if so, how best to
best you can, tailoring the game to their interests. tackle these topics in the future.
However, an equally important role of the

3
Race: Daelkyr Creation have an orc’s stature and arrangement of limbs but a
single, horrifying eye that dominates the front of its
“When the mortician pulled back the drape, I had to clench face. When making a daelkyr creation, choose an
my jaw to hold in a scream. Whatever was sitting on the table aberration and consider how their anatomy might be
wasn’t my sister anymore––it was an obscene imitation of a reflected on your humanoid body.
living thing. For the first time since my sister disappeared,
my grief was displaced by absolute hate.” Exiles of Eberron
––Enza Skyheart, half-elf ranger
Daelkyr experiments are often sent back to Eberron
n the dead of night, agents of the to plant the seed of chaos and discord in the name of
daelkyr sneak into the towns and villages Xoriat. Those who embrace their creators’ agenda
of the continent and steal away their might lean into this role, becoming killers and
unprotected––travelers and vagabonds plagues on Eberron society, living violent lives with
and foolhardy young folks who walk the equally violent ends.
wilds alone. These poor souls are the That said, those who reject the doctrines of the
subject of horrific tests and procedures to push the daelkyr don’t live easier lives. Most of Eberron’s
limits of the living form, creating monstrosities inhabitants reject the daelkyr creations as monsters,
unlike the world of Eberron has ever seen. They are leaving good-hearted horrors to wander the world in
daelkyr creations: the twisted children of two search of a sense of belonging. Most horrors can only
worlds, tainted by one and rejected by the other. find work as adventurers and sellswords, where
their unsettling visage has less of an impact on their
Twisted Flesh lives.
As the result of arcane experimentation, there is no Daelkyr Creation Names
singular appearance for daelkyr creations. Some
have taken on chitinous plates or appendages, If a daelkyr creation can remember the tatters of its
resembling those of an insect; others are more past life, it might keep its original name. However,
aquatic in nature, with rubbery flesh and a mucous most horrors are driven beyond the edge of madness,
coating. and lose all sense of their former identity in the face
However, as a rule of thumb, most horrors are of the dark things they’ve experienced. These
modeled after a particular aberration, combining the horrors are sometimes given names by their daelkyr
traits of that aberration with the creature’s former creators––nonsensical combinations of sounds that
race. An elf modelled after a mind flayer might have resemble the utterings of Deep Speech.
a purple coloration and hair like illithid tendrils. Daelkyr Names: Amorrn, Belaam, Bornix, Laeryn,
Similarly, an orc modelled after a beholder might Murlaax, Nuvarrot, Nyshhir, Palamyr, Raaulth,
Taamor, Trulzin, Xurius, Zvaal

4
Daelkyr Creation Traits Eye Ray. As an action, you fire a ray of energy from
your eye(s) at a creature within 60 feet of you. Make
Your daelkyr creation character is the result of a spell attack roll against the creature. On a hit, the
terrifying experiments, and has taken on the mad creature takes 1d8 force damage. Constitution is your
power of its creators. spellcasting ability for this attack roll.
Ability Score Increase. Your Constitution score The damage of this attack increases to 2d8 at 6th
increases by 2. level, 3d8 at 11th level, and 4d8 at 16th level.
Age. Daelkyr creations typically live only half as
long as other members of their former race, as their Basilisk-Type
unsustainable forms fight against their own design. Your body is modelled on that of a basilisk, and your
Alignment. Horrors are programmed to be creatures experiments were likely carried out in the name of
of chaotic evil. However, this programming is in Orlassk, the Master of Stone. Your skin has taken on
constant conflict with the subject’s original ideals, a bluish hue and stony texture, like a basilisk’s hide.
leaving the horror stranded somewhere in the Ability Score Increase. Your Strength score increases
middle. by 1.
Size. These creatures are extremely variable Basilisk Blood. You have resistance to poison damage
depending on the creature’s former race. Smaller and advantage on saving throws against being
races are rarely abducted, leading some to believe poisoned.
they are unsuitable for daelkyr experiments. Your Petrified Skin. Your Armor Class can not be lower
size is Medium. than 14.
Speed. You have a base walking speed of 30 feet.
Darkvision. Your eyes are designed for the dark Ooze-Type
terrains of Khyber. You can see in dim light within
Your body is modelled on that of an ooze, and your
60 feet as if it were bright light, and in darkness as if
experiments are likely derived from Kyrzin, the
it were dim light. You can’t discern color in
Prince of Slime. Your skin secretes a thick, acidic
darkness, only shades of grey.
film of ooze, giving your features a distorted,
Aberration. Your creature type is aberration in
drooping appearance.
addition to humanoid.
Ability Score Increase. Your Strength score increases
Languages. You can speak, read, and write Common,
by 1.
Deep Speech, and one language of your choice. This
Acid Form. You have resistance to acid damage.
language should be that of your former race.
Sticky Skin. You have a climbing speed equal to your
Subraces. Daelkyr creations are divided into rough
walking speed. Additionally, you have advantage on
groups depending on the type of aberration that
checks made to grapple or restrain other creatures.
conducted or inspired the experiment. Choose one of
the subrace options below. Cloaker-Type
Illithid-Type Your body is modelled on that of a cloaker, and your
experiments are likely the work of Fyrlock, the
Your body is modelled on that of a mind flayer, and
Waiting Shadow. Your skin is dark and rugged,
your experiments were likely conducted by mind
reflecting little light. This shadowy appearance
flayers or Dyrrn himself. You are imbued with
makes you more naturally stealthy than your peers.
powerful psychic energy.
Ability Score Increase. Your Dexterity score increases
Ability Score Increase. Your Intelligence score
by 1.
increases by 1.
Stealthy. You have proficiency in the Stealth skill.
Alien Mind. You have resistance to psychic damage.
Glide. You have a set of semi-vestigial wings,
Psionic Beacon. You can communicate telepathically
allowing you to glide more slowly to the ground.
with creatures you can see within 30 feet of you. A
When you fall and aren't incapacitated, you can
creature must be able to understand at least one
subtract up to 100 feet from the fall when calculating
language to communicate in this way.
falling damage, and you can move up to 2 feet
Beholder-Type horizontally for every 1 foot you descend.
Your body is modelled on that of a beholder, and
your experiments were likely carried out by an
agent of Belashyrra. Your eyes have special
crystalline lenses, lending them a beholder-like
control over magical force.
Ability Score Increase. Your Charisma score increases
by 1.
Powerful Eyes. You have proficiency in the
Perception skill.

5
Warlock patron: you can see, you can use your reaction to roll a

The Symbiont
symbiont die and add or subtract the result from the
roll (your choice). Once the connection ends, you
nlike other warlocks, your can’t use this feature again until you finish a short or
patron is a force that dwells within you-- long rest.
a symbiotic creature implanted in your At 1st level, your symbiont die is 1d4. This die
body by an aberration. This experience increases at 7th level (1d6) and 13th level (1d8).
varies wildly between each warlock:
some symbionts are a constant presence, Psychic Connection
whispering in the warlock’s ear and lingering just At 6th level, the link between you and your
beneath the skin, while others burrow deep into the symbiont is mental as well as physical. While you are
warlock’s heart and never show themselves again-- connected to a creature with your Seed of Symbiosis
that is, until the moment of death, when they burst feature, you know its direction and distance from
forth fully formed and retreat to the Khyber to you. If the creature is moving, you know the
continue their unknowable work. direction of its movement. Additionally, you can
communicate telepathically with it, provided it can
SYMBIONT FEATURES understand at least one language.

Warlock Level Features Shared System


1st Expanded Spell List, Eldritch Body, At 10th level, your symbiont has become deeply
Seed of Symbiosis rooted in your immune system, protecting you (and
6th Psychic Connec�on by extension, itself) from harm. You are immune to
poison and disease.
10th Shared System
14th Surrogate Host Surrogate Host
At 14th level, you burrow deep into the minds of
Expanded Spell List your victims, using their own bodies to protect
yourself. While a creature is connected to you by
The Symbiont lets you choose from an expanded list your Seed of Symbiosis, it must succeed on an
of spells when you learn a warlock spell. The Intelligence saving throw against your spell save DC
following spells are added to the warlock spell list in order to attack you or target you with a harmful
for you. spell or effect. On a successful save, it is able to target
you normally for the rest of its turn. On a failed save,
SYMBIONT SPELLS it must choose a new target or else lose the attack or
Spell Level Spells spell.
1st detect poison and disease, ray of sickness
2nd acid arrow, protec�on from poison
3rd bestow curse, life transference
4th confusion, vitriolic sphere
5th contagion, dominate person

Eldritch Body
Starting at 1st level, your body is a font of eldritch
energy. You can use your body as a spellcasting focus
for your warlock spells.
Seed of Symbiosis
At 1st level, you gain the ability to spread your
symbiotic relationship to other creatures. As a bonus
action, choose one creature you can see within 30
feet of you. The target must succeed on an
Intelligence saving throw against your spell save DC
or be connected to you for 1 minute. A creature can
choose to fail this saving throw.
Once per round until the connection ends, when
the target makes an attack roll or ability check that

6
Avassh, the Twister of Roots
vassh is the Twister of Roots, also Avassh is a largely stationary creature, meaning it
known to its cultists as the Thorned One is rarely encountered outside of the Plagueheart.
or the Blight-Blooded. Legends of Avassh
say that its veins run beneath every bog Lair Actions
and swamp like the hyphae of a great While within the Plagueheart, Avassh can invoke
and terrible fungus, spreading blight to the ambient magic to take lair actions. On initiative
each land they infiltrate. Many shambling mounds count 20 (losing initiative ties), Avassh can take a lair
and myconids in Eberron owe their heritage to action to cause one of the following effects. It can’t
Avassh. use the same effect two rounds in a row.
Hateful Blight. The only apparent purpose of Avassh • Avassh releases a wave of blighted spores. Each
and its minions is to spread rot and decay to every creature it can see within its lair make a DC 22
corner of the world, seeding an empire of roots and Constitution saving throw. On a failed save, the
fungus. Those who fall under Avassh’s influence find creature takes 26 (4d12) poison damage and is
themselves disgusted with life in all forms: the poisoned until the end of its next turn. On a
warmth of animal bodies, the bright colors and successful save, the creature takes half as much
fragrances of plants, and the sounds of nature all damage and isn’t poisoned.
seem pitiful at best and revolting at worst. A • A 30-foot radius area of ground within 120 feet of
creature driven to the edges of their sanity by Avassh unfurls into a field of snaring roots until
Avassh seeks out dark and wet places, and sits in its initiative count 20 on the next round. Any
filth until it has the mercy of dying and rotting creature that starts or ends its turn there must
away. succeed on a DC 22 Strength saving throw or be
Avassh’s Cults. The Twister of Roots is worshipped restrained. A creature can escape the roots with a
mostly by mad druids and rangers--those equally successful DC 23 Strength (Athletics) or Dexterity
disgusted by the vibrancy of nature and possessed by (Acrobatics) check as an action.
a need to see it all decay. These worshippers wear • Each creature of Avassh’s choice that it can see
filthy, unkempt robes, usually hand-hewn from within 120 feet of it must succeed on a DC 22
rotting pelts or plant matter, and are marked by Wisdom saving throw or be charmed until the end
reams of spores and fungus growing from their skin of its next turn. A creature charmed in this way
like winding ridges. The most dedicated worshippers feels a sudden, violent revulsion for living things,
of Avassh blind themselves, replacing their eyes and uses its turn to move to and attack the nearest
with round stones or knots of wood in order to see creature.
the world as their master does.
Regional Effects
Avassh’s Lair A region containing a passage to Avassh’s lair is
Avassh makes its lair in the Plagueheart, a twisted warped in one or more of these ways:
structure of roots and chitinous hyphae. It is from • Plants that grow within 5 miles of the passage
this den that all of Avassh’s veins spread, burrowing animate and become sentient creatures. The DM
through the ground and filling the lands of Eberron chooses the most appropriate stat block for each
with blight and disease. Where these veins leave plant creature.
Khyber and surface in Eberron, they form tunnels • Creatures within 1 mile of the passage are dusted
and swell into myconid colonies. Spore-plagued with greenish spores, which sink into exposed
servants defend these veins while they sap the lands skin. A creature covered in these spores has
of life. disadvantage on saving throws to resist poison and

7
disease. A creature can wash the spores off by MADNESS OF AVASSH
submerging itself in water.
• If a humanoid spends at least 1 hour within 1 mile d6 Trait (lasts un�l reversed)
of the passage, that creature must succeed on a DC
23 Wisdom saving throw or be affected by a type of “The living things of Eberron are so garish and
1 offensive. I stomp out �ny lives whenever I
madness (see the “Madness of Avassh’’ table below). can.”
A creature that succeeds on this saving throw can’t
be affected by this regional effect again for 24 2 “I’m sick and I don’t want to be cured.”
hours. “There’s something growing inside of me. I can
3 feel its roots in my stomach, twis�ng and
If Avassh dies, these effects fade away after 1d10 days. burrowing.”

Madness of Avassh 4
“I find rot and decay beau�ful. I refuse to wash
myself in hopes that I might become beau�ful
If a creature goes mad in Avassh’s lair or while it can too.”
see the daelkyr, it gains a form of indefinite madness. “Every plant is a spy of Avassh, and they’re all
5
Roll on the Madness of Avassh table to determine the watching me.”
nature of this madness, which takes the form of a “Doctors and po�ons and medicine are evil and
character trait that lasts until reversed. Chapter 8 of 6 unnatural things. To grow sick and die is a
the Dungeon Master’s Guide has more information on mercy.”
madness.

Avassh ACTIONS
Large aberra�on, chao�c evil Mul�a�ack. Avassh makes two weapon a�acks. If both
a�acks hit a Medium or smaller creature, the target is
Armor Class 18 (natural armor) grappled (escape DC 22), and Avassh can use its Engulf on it.
Hit Points 368 (32d10 + 192)
Speed 40 �., climb 40 �., swim 40 �. Slam. Melee Weapon A�ack: +15 to hit, reach 5 �., one
target. Hit: 25 (3d10 + 8) bludgeoning damage.
STR DEX CON INT WIS CHA
Snaring Vine. Melee Weapon A�ack: +15 to hit, reach 30 �.,
26 (+8) 18 (+4) 23 (+6) 20 (+5) 20 (+5) 19 (+4) one target. Hit: 19 (3d6 + 8) bludgeoning damage, and the
target is pulled into an unoccupied space within 5 feet of
Saving Throws Int +12, Wis +12, Cha +11
Avassh.
Skills Arcana +12, Nature +12, Percep�on +12
Damage Immuni�es lightning, poison Engulf. Avassh engulfs a Medium or smaller creature
Damage Resistances psychic grappled by it. The engulfed target is blinded, restrained,
Condi�on Immuni�es blinded, charmed, exhaus�on, and unable to breathe. It must succeed on a DC 22
frightened, poisoned, prone Cons�tu�on saving throw at the start of each of Avassh’s
Senses truesight 120 �., Passive Percep�on 22 turns or take 22 (3d8 + 8) bludgeoning damage. If Avassh
Languages Deep Speech, telepathy 120 ft. moves, the engulfed target moves with it. Avassh can have
Challenge 22 (41,000 XP) only one target engulfed at a �me.
If a creature dies while engulfed by Avassh, its body is
Alien Mind. If a creature tries to read Avassh’s thoughts or consumed, and Avassh regains 20 hit points.
deals psychic damage to it, that creature must succeed on a
DC 23 Intelligence saving throw or be stunned for 1 minute.
The stunned creature can repeat its saving throw at the end LEGENDARY ACTIONS
of each of its turns, ending the effect on itself on a success. Avassh can take three legendary ac�ons, choosing from the
op�ons below. Only one legendary ac�on op�on can be
Legendary Resistance (3/Day). If Avassh fails a saving throw, used at a �me and only at the end of another creature’s
it can choose to succeed instead. turn. Avassh regains spent legendary ac�ons at the start of
its turn.
Lightning Absorp�on. Whenever Avassh is subjected to
lightning damage, it takes no damage and regains a number Slam. Avassh makes one Slam a�ack.
of hit points equal to the lightning damage dealt. Spawn Blight (Costs 2 Ac�ons). Avassh regurgitates a vine
blight (see its entry in the Monster Manual) in an
Magic Resistance. Avassh has advantage on saving throws unoccupied space within 5 feet of it. The vine blight is
against spells and other magical effects. under Avassh’s control and acts immediately a�er Avassh
in the ini�a�ve order.
Regenera�on. Avassh regains 20 hit points at the start of its Ro�ng Spores (Costs 3 Ac�ons). Avassh magically emits
turn. If it takes radiant damage, this trait doesn’t func�on at necro�c spores in a 10-foot radius. Each creature in that
the start of its next turn. Avassh dies only if it starts its turn area must suceed on a DC 22 Cons�tu�on saving throw
with 0 hit points and doesn’t regenerate. or take 19 (3d12) necro�c damage and gain one level of
exhaus�on.
Teleport. As a bonus ac�on, Avassh can teleport up to 30
feet to an unoccupied space it can see.

8
Fyrlock, the Waiting Shadow
yrlock is the Waiting Shadow, are almost entirely cloakers, the citadel’s layout
also known to its thralls as the Cloaked requires flight to navigate with any amount of ease.
King or the Shade That Bites. Most The structure is full of hanging doors, vertical
stories of Fyrlock revolve around its hallways, and sheer drops into the chasm beneath.
position in the shadows: it is rarely seen
or dealt with directly, instead Lair Actions
paralyzing its victims with the fear of what might While within the Pillar of Falling Shadows, Fyrlock
be. can invoke the ambient magic to take lair actions.
The Unknown. As each daelkyr exudes a particular On initiative count 20 (losing initiative ties), Fyrlock
kind of madness, Fyrlock is steeped in the fear of the can take a lair action to cause one of the following
unknown--the figures that the mind conjures in effects. It can’t use the same effect two rounds in a
every shadow and corner outside of its reach. row.
Fyrlock forces those who travel through its domain • A 30-foot radius area within 120 feet of Fyrlock is
to confront the horrors of their own design, giving plunged into maddening darkness until initiative
only the slightest push to start the process of count 20 on the next round. Any creature that
paranoia--a flicker in the edge of your vision, a starts or ends its turn there must make a DC 22
clatter of rocks just around the corner, or the ghost Wisdom saving throw, taking 22 (4d10) psychic
of a touch along the back of your neck. damage on a failed save or half as much on a
Although its unclear exactly what Fyrlock wants, successful one. A frightened creature takes an
many surmise by the way it lures victims into its additional 6 (1d10) psychic damage from this effect.
domain that it feeds off of the psychic energy of fear. • Fyrlock unleashes a wave of dread energy. Each
A particular cult of Fyrlock’s worshippers, the creature it can see or hear within its lair must
“Cloaked Heart’’, take this assumption to the next succeed on a DC 22 Wisdom saving throw or be
logical step, searching for an immortal creature that frightened for 1 minute. While frightened in this
might feed Fyrlock’s hunger for all of time. way, a creature sees shadows as the jagged, loping
Fyrlock’s Cults. The vast majority of Fyrlock’s forms of dark predators. A frightened creature can
worshippers are cloakers, an aberration who were repeat its saving throw at the end of each of its
supposedly created by Fyrlock itself. The oldest turns, ending the effect on a success.
stories of these cults say that the first cloakers were • Fyrlock fills a 30-foot cube within 120 feet of it
strips of fabric torn away from Fyrlock’s many with illusory cloakers and other aberrations until
scarves and coats by his battles in the Daelkyr War, initiative count 20 on the next round. Non-
given form by the shadows of his domain. aberrations in this area make attack rolls against
aberrations with disadvantage.
Fyrlock’s Lair
Fyrlock makes its lair in the Pillar of Falling
Regional Effects
Shadows, a stone fortress built into a massive A region containing a passage to Fyrlock’s lair is
stalactite and hanging over a miles-deep chasm. The warped in one or more of these ways:
entire fortress is blanketed in sheer darkness, with • Shadows within 1 mile of the passage move of their
no torches or braziers to speak of. own volition, even when their source is absolutely
As the inhabitants of the Pillar of Falling Shadows still.

9
• Beasts that live within 5 miles of the passage turn MADNESS OF FYRLOCK
jet-black, and have advantage on Dexterity
(Stealth) checks in dim light or darkness. d6 Trait (lasts un�l reversed)
• If a humanoid spends at least 1 hour within 1 mile
“There is something lurking just outside my
of the passage, that creature must succeed on a DC 1 periphery, but it hides every �me I turn to look
23 Wisdom saving throw or be affected by a type of at it.”
madness (see the “Madness of Fyrlock’’ table below).
A creature that succeeds on this saving throw can’t “I can’t sleep in the dark anymore. I’m too
2 afraid of what lives there.”
be affected by this regional effect again for 24
hours. “I feel exposed when I stand in the sunlight. I
3 avoid doing so when I can.”
Madness of Fyrlock “Someone I love is plo�ng to betray me, but I
4
If a creature goes mad in Fyrlock’s lair or while it can don’t know who.”
see the daelkyr, it gains a form of indefinite madness. “I must wear as many layers of fabric as I can.
Roll on the Madness of Fyrlock table to determine 5 It’s the only way to be safe from the world.”
the nature of this madness, which takes the form of a
character trait that lasts until reversed. Chapter 8 of “If I look directly into the sun, my eyes will turn
6 to dust and I’ll be plunged into darkness
the Dungeon Master’s Guide has more information on forever.”
madness.

Fyrlock Bite. Melee Weapon A�ack: +14 to hit, reach 5 �., one target.
Hit: 20 (3d8 + 7) piercing damage, and the target must
Large aberra�on, chao�c evil succeed on a DC 22 Wisdom saving throw or be frightened
un�l the end of its next turn.
Armor Class 20 (natural armor)
Hit Points 294 (28d10 + 140) Claw. Melee Weapon A�ack: +14 to hit, reach 5 �., one
Speed 40 �., fly 80 �. (hover) target. Hit: 17 (3d6 + 7) slashing damage.
STR DEX CON INT WIS CHA Eldritch Moan. Each creature within 60 feet of Fyrlock that
20 (+5) 24 (+7) 21 (+5) 18 (+4) 22 (+6) 26 (+8) can hear its moan and isn’t an aberra�on must succeed on a
DC 22 Wisdom saving throw or become frightened for 1
Saving Throws Dex +14, Int +11, Wis +13 minute. If the creature’s saving throw is successful, the
Skills Acroba�cs +14, Percep�on +13, Stealth +14 creature is immune to Fyrlock’s moan for the next 24 hours.
Damage Resistances poison, psychic The frightened creature can repeat its saving throw at the
Condi�on Immuni�es blinded, charmed, exhaus�on, end of each of its turns, ending the effect on itself on a
frightened, poisoned, prone success.
Senses truesight 120 �., Passive Percep�on 23
Languages Deep Speech, telepathy 120 ft. Phantasms (Recharge 6). Fyrlock magically creates three
Challenge 21 (33,000 XP) illusory duplicates of itself if it isn’t in bright light. The
duplicates move with it and mimic its ac�ons, shi�ing
Alien Mind. If a creature tries to read Fyrlock’s thoughts or posi�on so as to make it impossible to track which Fyrlock is
deals psychic damage to it, that creature must succeed on a the real one. If Fyrlock is ever in an area of bright light, the
DC 22 Intelligence saving throw or be stunned for 1 minute. duplicates disappear.
The stunned creature can repeat its saving throw at the end Whenever any creature targets Fyrlock with an a�ack or a
of each of its turns, ending the effect on itself on a success. harmful spell while a duplicate remains, Fyrlock can use its
reac�on to interpose one of the duplicates. The duplicate
Legendary Resistance (3/Day). If Fyrlock fails a saving throw, absorbs the a�ack and then disappears, leaving the real
it can choose to succeed instead. Fyrlock unaffected.

Magic Resistance. Fyrlock has advantage on saving throws LEGENDARY ACTIONS


against spells and other magical effects.
Fyrlock can take three legendary ac�ons, choosing from the
Reaper of Fear. Fyrlock’s weapon a�acks deal a addi�on 2d6 op�ons below. Only one legendary ac�on op�on can be
psychic damage against frightened creatures. used at a �me and only at the end of another creature’s
turn. Fyrlock regains spent legendary ac�ons at the start of
Regenera�on. Fyrlock regains 20 hit points at the start of its its turn.
turn. If it takes radiant damage, this trait doesn’t func�on at
the start of its next turn. Fyrlock dies only if it starts its turn Claw. Fyrlock makes one Claw a�ack.
with 0 hit points and doesn’t regenerate. Maddening Screech (Costs 2 Ac�ons). Fyrlock lets loose a
psychic scream. Each creature that can hear it in a 60-foot
Teleport. As a bonus ac�on, Fyrlock can teleport up to 30 radius must succeed on a DC 22 Wisdom saving throw or
feet to an unoccupied space it can see. take 11 (2d10) psychic damage. This damage increases to
17 (3d10) against frightened creatures.
Phantasms (Costs 3 Ac�ons). Fyrlock uses its Phantasms
ACTIONS ac�on if it is able to do so.
Mul�a�ack. Fyrlock can use its Eldritch Moan. It then makes
one Bite a�ack and two Claw a�acks.
Kyrzin, the Prince of Slime
yrzin is the Prince of Slime, also can invoke the ambient magic to take lair actions.
known by its cults as the Bile Lord, the On initiative count 20 (losing initiative ties), Kyrzin
Lurker Within, and the Regent of can take a lair action to cause one of the following
Whispers. Most stories associate Kyrzin effects. It can’t use the same effect two rounds in a
with inane babbling and row.
meaninglessness, like an acid on the • Geysers of acid erupt from the ground beneath
connections of the brain. three creatures Kyrzin can see within 120 feet of it.
Bane of Order. Kyrzin and its creations represent Each creature must make a DC 22 Dexterity saving
the destruction of structure and order in all its throw. On a failed save, the creature takes 22 (4d10)
forms. Oozes and slimes, with their gelatinous bodies acid damage and knocked prone by the force of the
and acidic blood, are weapons on the physical form, geyser. On a successful save, the creature takes half
breaking the world down into a shapeless bubbling as much damage and isn’t knocked prone.
sludge. Equally, gibbering mouthers fill the air with • Kyrzin unleashes a wave of maddening laughter
mad babbling and incoherent sounds that assault the and gibbering. Each creature within its lair that
mind of the listener, breaking down one’s sense of can hear must succeed on a DC 22 Wisdom saving
reality the same way acid breaks down stone or throw or be frightened for 1 minute. A creature
metal. frightened in this way can’t understand any
A creature driven to insanity by Kyrzin loses their language, as all words and sounds become
grasp on reality, failing to understand the world meaningless. A frightened creature can repeat its
around them. Actions seem sudden and without saving throw at the end of each of its turns, ending
cause, thoughts grow incoherent, and language the effect on itself on a success.
becomes an abstract string of wet sounds. Kyrzin’s
madness is the annihilation of meaning. Regional Effects
Kyrzin’s Cults. The primary cult of this daelkyr, A region containing a passage to Kyrzin’s lair is
based out of the Shadow Marches, is called “Kyrzin’s warped in one or more of these ways:
Whisperers”. One of their main forms of worship is • Faint laughter and meaningless words can be
sacrifice: they maintain gibbering mouthers beneath heard within 1 mile of the passage.
their homes like totems of meat, feeding the weak • Bodies of water within 2 miles of the
and eldery of the Marches to their many maws. passage congeal into pools of ooze
Cultists of Kyrzin are often transformed by its and become difficult terrain. A
influence, taking on a thick layer of acidic mucous creature that consumes this
that slowly liquifies their bodies. ooze is hydrated as if it
drank water, but it
Kyrzin’s Lair suffers from random
Kyrzin makes its lair in the Maw of the World, a outbursts of giggling
spire of shifting meat and ooze in the center of a for 1d8 hours.
colossal lake of acid. This lake is filled with oozes of
all sorts, which are invisible beneath the pit’s opaque
surface.
The only part of the Maw of the World that isn’t
constantly changing and shifting is the peak of the
spire, which resembles the skull of a titanic alien
beast. The skull has many holes where there
might’ve once been eyes.
Lair Actions
While within the Maw of the World, Kyrzin
• If a humanoid spends at least 1 hour within 1 mile MADNESS OF KYRZIN
of the passage, that creature must succeed on a DC
22 Wisdom saving throw or be affected by a type of d6 Trait (lasts un�l reversed)
madness (see the “Madness of Kyrzin’’ table below).
“If I stop focusing on holding myself together, I
A creature that succeeds on this saving throw can’t 1 will be reduced to sludge.”
be affected by this regional effect again for 24
hours. “When I get nervous, words start to lose all
2 meaning.”
Madness of Kyrzin “Others say I randomly interject nonsense
3 words into my speech, but I don’t aghysx what
If a creature goes mad in Kyrzin’s lair or while it can they’re talking about.”
see the daelkyr, it gains a form of indefinite madness.
Roll on the Madness of Kyrzin table to determine the “I can’t stop smiling or something terrible will
4 happen.”
nature of this madness, which takes the form of a
character trait that lasts until reversed. Chapter 8 of “Names don’t mean anything to me anymore. I
5
the Dungeon Master’s Guide has more information on can only iden�fy others by their appearance.”
madness.
“There’s ooze in my blood, and it wants to get
6 out.”

Kyrzin ACTIONS
Medium aberra�on, chao�c evil Mul�a�ack. Avassh makes two Pseudopod a�acks. If can
replace either of these a�acks with a Deconstruct if it has a
creature grappled.
Armor Class 18 (natural armor)
Hit Points 315 (30d8 + 180) Pseudopod. Melee Weapon A�ack: +15 to hit, reach 10 �.,
Speed 40 �., fly 40 �. (hover) one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 9
(2d8) acid damage. If the target is a Medium or smaller
STR DEX CON INT WIS CHA creature, it is grappled (escape DC 22) and pulled into an
26 (+8) 17 (+3) 23 (+6) 20 (+5) 22 (+6) 18 (+4) unoccupied space within 5 feet of Kyrzin.

Saving Throws Str +15, Int +12, Wis +13 Deconstruct. One creature grappled by Kyrzin must succeed
Skills Arcana +12, Percep�on +13 on a DC 22 Cons�tu�on saving throw or its body loses form
Damage Immuni�es acid for 1 minute. While transformed in this way, a creature’s
Damage Resistances poison, psychic movement speed is halved, and it has disadvantage on
Condi�on Immuni�es blinded, charmed, exhaus�on, a�ack rolls, Dexterity checks and Dexterity saving throws.
frightened, poisoned, prone, restrained The creature can repeat its saving throw at the end of each
Senses truesight 120 �., Passive Percep�on 23 of its turns, ending the effect on itself on a success.
Languages Deep Speech, telepathy 120 ft. If a creature dies while transformed in this way, it becomes
Challenge 22 (41,000 XP) an ochre jelly (see its entry in the Monster Manual) under the
control of Kyrzin.
Alien Mind. If a creature tries to read Kyrzin’s thoughts or
deals psychic damage to it, that creature must succeed on a
DC 22 Intelligence saving throw or be stunned for 1 minute.
LEGENDARY ACTIONS
The stunned creature can repeat its saving throw at the end Kyrzin can take three legendary ac�ons, choosing from the
of each of its turns, ending the effect on itself on a success. op�ons below. Only one legendary ac�on op�on can be
used at a �me and only at the end of another creature’s
Amorphous. Kyrzin can move through a space as narrow as 1 turn. Kyrzin regains spent legendary ac�ons at the start of
inch wide without squeezing. its turn.

Legendary Resistance (3/Day). If Kyrzin fails a saving throw, it Pseudopod. Kyrzin makes one Pseudopod a�ack.
can choose to succeed instead. Spawn Ooze (Costs 2 Ac�ons). Kyrzin regurgitates an ochre
jelly (see its entry in the Monster Manual) in an
Magic Resistance. Kyrzin has advantage on saving throws unoccupied space within 5 feet of it. The ochre jelly is
against spells and other magical effects. under Kyrzin’s control and acts immediately a�er Kyrzin in
the ini�a�ve order.
Regenera�on. Kyrzin regains 20 hit points at the start of its Annihila�on (Costs 3 Ac�ons). Kyrzin targets a creature it
turn. If it takes radiant damage, this trait doesn’t func�on at can see within 60 feet of it The target must succeed on a
the start of its next turn. Kyrzin dies only if it starts its turn DC 22 Wisdom saving throw or take 26 (4d12) psychic
with 0 hit points and doesn’t regenerate. damage. If this damage reduces the target to 0 hit points,
its body is reduced to sludge and it can’t be revived by
Teleport. As a bonus ac�on, Kyrzin can teleport up to 30 feet any means short of a wish spell.
to an unoccupied space it can see.

12
Nuumas, the Harmonious
uumas is known as the Harmonious, by telepaths like the kalashtar. The most popular
but is also called the Welcoming One, the belief among these cultists is that Nuumas is using
Accident, and the Queen of the Colony. the Great Colony to ponder a cosmic question--and
Nuumas is somewhat unique among the by sharing their minds to help solve the question,
daelkyr in that its goals don’t appear to they will be blessed with a true understanding of the
involve inflicting pain or destruction on universe.
Eberron and its inhabitants: in most circumstances,
it and its flumph servants are peaceful to outsiders. Nuumas’s Lair
Daelkyr Anomaly. Flumphs are one of the rare Nuumas makes its lair in the Halls of the Grand
aberrants with ideals approaching the humanoid Beyond, a massive stone archive broken down into a
definition of “good”. They don’t believe in conquest number of spherical chambers. Each chamber in this
or experimenting on humanoids, choosing instead to archive is dedicated to a particular cloister of
spend their time pondering philosophy and other flumphs, who visit the chamber to meet and
learned arts. exchange thoughts, theories, and experiences. It is
However, flumphs are still alien creatures, and said that Nuumas lays at the very heart of this
their concept of boundaries is severely lacking. archive where it can hear the contents of every
What mortals see as abduction or brainwashing, chamber, slowly accumulating psionic energy the
Nuumas in its servants might see as asking for help way a dragon hoards gold.
or spreading their enlightenment.
The Great Colony. Nuumas and all of its flumphs are Lair Actions
part of a single hive mind--a shared consciousness
While within the Halls of the Grand Beyond,
referred to as “the Great Colony”. This colony is
Nuumas can invoke the ambient magic to take lair
broken down into smaller groups called “cloisters”,
actions. On initiative count 20 (losing initiative ties),
which float about the Underdark searching for
Nuumas can take a lair action to cause one of the
psionic energy to siphon harmlessly from other
following effects. It can’t use the same effect two
aberrations and psychic creatures. On occasion,
rounds in a row.
creatures other than flumphs accidentally become a
• Nuumas fills the Halls with a cloud of poisonous
part of the Great Colony--but once they’ve been
vapors. Each non-flumph in the lair must succeed
severed from it again, they typically forget anything
on a DC 23 Constitution saving throw or be
they learned of Nuumas’s grand purpose,
poisoned for 1 minute. A poisoned creature can
remembering their time as a fugue of blissful
repeat its saving throw at the end of each of its
belonging.
turns, ending the effect on itself on a success.
In keeping with the theory that each daelkyr
• A 30-foot radius area of ground within 120 feet of
represents a form of madness, aberrologists suspect
Nuumas sprouts a flurry of acidic tendrils until
that Nuumas represents the madness of the group:
initiative count 20 on the next round. Any
the ease with which one will abandon their identity
creature that starts its turn there must succeed on a
to serve a greater purpose.
DC 23 Strength saving throw or be restrained. A
Nuumas’s Cults. Cults dedicated to Nuumas are rare
restrained creature takes 13 (5d4) acid damage at
but exist in the fringes of Eberron, populated mostly
the beginning of each of its turns. A creature can

13
escape the tendrils with a successful DC 23 Strength
(Athletics) or Dexterity (Acrobatics) check as an
action.
• Each creature of Nuumas’s choice that it can see
within 120 feet of it must succeed on a DC 23
Wisdom saving throw or take 26 (4d12) psychic
damage. Unless the target has immunity to psychic
damage, its Charisma score is reduced by 1d4 each
time it fails the saving throw for this lair action.
The target falls under Nuumas’s control if its
Charisma score is reduced to 0. The reduction lasts
until the target finishes a short or long rest.
Regional Effects
A region containing a passage to Nuumas’s lair is
warped in one or more of these ways:
• Animals raised within 2 miles of the passage are
unusually calm and pleasant. They are reluctant to
act violently, even when hungry or endangered.
• Telepathic communication within 1 mile of the
passage is rendered hazy and difficult to
understand. The range of non-flumph telepathy is
halved while affected in this way.
• If a humanoid spends at least 1 hour within 1 mile of
the passage, that creature must succeed on a DC 23
Wisdom saving throw or be affected by a type of
madness (see the “Madness of Nuumas’’ table below).
A creature that succeeds on this saving throw can’t
be affected by this regional effect again for 24 hours.

Madness of Nuumas
If a creature goes mad in Nuumas’s lair or while it can
see the daelkyr, it gains a form of indefinite madness.
Roll on the Madness of Nuumas table to determine
the nature of this madness, which takes the form of a
character trait that lasts until reversed. Chapter 8 of
the Dungeon Master’s Guide has more information on
madness.

MADNESS OF NUUMAS
d6 Trait (lasts un�l reversed)

“Fate brought me here. It was always my


1 des�ny to join the Great Colony.”
“I hear hazy words in the back of my mind. I
2 think they might be telling me secret and
important truths.”
“Flumphs are so beau�ful! I wish I was a
3 flumph.”
“I must defend the Great Colony from the
4 wrath of the other daelkyr!”
“I’m convinced everyone can hear my
5
thoughts.”
“I retreat to solitude to think about the cosmos
6 whenever I can, and I hate being interrupted.”

14
Nuumas Teleport. As a bonus ac�on, Nuumas can teleport up to 30
feet to an unoccupied space it can see.
Medium aberra�on, chao�c good
ACTIONS
Armor Class 18 (natural armor)
Mul�a�ack. Nuumas makes two Tendril a�acks.
Hit Points 276 (29d8 + 145)
Speed 40 �., fly 40 �. (hover) Psychic Bolt. Ranged Spell A�ack: +16 to hit, range 60 �., one
target. Hit: 22 (4d10) psychic damage. If the target has
STR DEX CON INT WIS CHA communicated by telepathy with any creature besides
22 (+6) 17 (+3) 21 (+5) 22 (+6) 20 (+5) 28 (+9) Nuumas within the last minute, that creature must succeed
on a DC 22 Wisdom saving throw or take half as much
Saving Throws Int +13, Wis +12, Cha +16 psychic damage as the original target.
Skills Arcana +13, Percep�on +13, Persuasion +16
Damage Resistances acid, poison, psychic Tendril. Melee Weapon A�ack: +13 to hit, reach 10 �., one
Condi�on Immuni�es blinded, charmed, exhaus�on, target. Hit: 16 (3d6 + 6) acid damage.
frightened, poisoned, prone
Senses truesight 120 �., Passive Percep�on 23
Languages Deep Speech, telepathy 120 ft.
LEGENDARY ACTIONS
Challenge 21 (33,000 XP) Nuumas can take three legendary ac�ons, choosing from the
op�ons below. Only one legendary ac�on op�on can be
Advanced Telepathy. Nuumas can pereive the content of any used at a �me and only at the end of another creature’s
telepathic communica�on used within 60 feet of it, and it turn. Nuumas regains spent legendary ac�ons at the start of
can’t be surprised by creatures with any form of telepathy. its turn.

Alien Mind. If a creature tries to read Nuumas’s thoughts or Psychic Bolt. Nuumas makes one Psychic Bolt a�ack.
deals psychic damage to it, that creature must succeed on a Psychic Dominance (Costs 2 Ac�ons). Nuumas asserts
DC 22 Intelligence saving throw or be stunned for 1 minute. dominance over one creature it can see within 60 feet of
The stunned creature can repeat its saving throw at the end it. The target must succeed on a DC 22 Wisdom saving
of each of its turns, ending the effect on itself on a success. throw or be charmed for 1 minute or un�l it takes
damage. Nuumas can issue telepathic commands to the
Legendary Resistance (3/Day). If Nuumas fails a saving throw, charmed creature (no ac�on required), which it does its
it can choose to succeed instead. best to obey.
Telepathic Sta�c (Costs 3 Ac�ons). Nuumas unleashes a
Magic Resistance. Nuumas has advantage on saving throws wave of psychic energy in a 30-foot radius. Each creature
against spells and other magical effects. in that area must succeed on a DC 22 Intelligence saving
throw or be stunned for 1 minute. A creature stunned in
Regenera�on. Nuumas regains 20 hit points at the start of its this way is blinded and deafened by the sta�c in their
turn. If it takes radiant damage, this trait doesn’t func�on at mind. A stunned creature can repeat its saving throw at
the start of its next turn. Nuumas dies only if it starts its turn the end of each of its turns, ending the effect on itself on
with 0 hit points and doesn’t regenerate. a success.

Telepathic Shroud. Nuumas is immune to any effect that


would sense its emo�ons or read its thoughts, as well as all
divina�on spells.

15
Orlassk, the Master of Stone
rlassk is the Master of Stone, refused to change: it still conducts itself like a general
but is known by its disciples as the in the midst of war--creating soldiers, building
Earthshaper, the Stone Plague, and the strongholds, reinforcing its stone defenses.
Unchanging Master. Legends of Orlassk’s madness is one of change and ruin. The
Orlassk say that looking upon its true few creatures that encounter Orlassk’s children and
form instantly turns the watcher to survive return to a world that moves too fast--days
stone. Supposedly, even the flesh of other daelkyr is pass in a blur, plants wither, and youth shrivels up to
subject to this curse, as its perpetual rival Belashyrra die. These tortured souls often isolate themselves in
will only watch it through the eyes of others. the dark, where they can’t feel time slipping between
Petrifier. Orlassk is the daelkyr credited with their fingers and the fear of oblivion isn’t as
mastering the art of petrification, and the creation of overwhelming. Most of the bearers of Orlassk’s
most creatures that wield this art: basilisks, madness waste away alone and afraid.
cockatrice, gorgons, and contentiously, medusas. The Orlassk’s Cults. Many of Orlassk’s cultists belong to
vast majority of medusas dispute this account of short-lived races, hoping that their pursuit of the
their creation, while Gatekeeper legends insist they daelkyr’s favor will earn them a longer lifetime as a
fought in the Daelkyr War under Orlassk’s partially petrified being. A tiny cult of medusas,
command. outcast by their own societies, worship the Master of
Refusing Change. Since the days of the Daelkyr War, Stone as their lost patron. These medusas hunt
Orlassk has refused to leave its lair of stone, a roving Eberron’s humanoids and turn them into petrified
gargoyle on which its private guardian of petrified works of art in Orlassk’s name.
masterpieces is built. More importantly, Orlassk has

Orlassk Teleport. As a bonus ac�on, Kyrzin can teleport up to 30 feet


to an unoccupied space it can see.
Medium aberra�on, chao�c evil
ACTIONS
Armor Class 19 (natural armor)
Mul�a�ack. Nuumas makes two Slam a�acks.
Hit Points 400 (32d8 + 256)
Speed 40 �., fly 40 �. (hover) Slam. Melee Weapon A�ack: +15 to hit, reach 5 �., one
target. Hit: 24 (3d10 + 8) bludgeoning damage. If the target
STR DEX CON INT WIS CHA is a Medium or smaller creature, it must succeed on a DC 23
26 (+8) 17 (+3) 27 (+8) 21 (+5) 24 (+7) 20 (+5) Strength saving throw or be knocked prone.
Saving Throws Con +15, Int +12, Wis +14 Petrify. Orlassk a�empts to turn a creature it can see within
Skills Arcana +12, Percep�on +14 120 feet of it to stone. The creature must make a DC 20
Damage Resistances poison, psychic Cons�tu�on saving throw. On a failed save, the creature is
Condi�on Immuni�es blinded, charmed, exhaus�on, restrained as its flesh begins to harden. It must repeat the
frightened, petrified, poisoned, prone saving throw at the end of its next turn. On a failure, the
Senses truesight 120 �., Passive Percep�on 24 creature is petrified un�l freed by a greater restora�on spell
Languages Deep Speech, telepathy 120 ft. or similar effect.
Challenge 23 (50,000 XP) A creature that succeeds on either saving throw is immune
to this effect for 24 hours.
Alien Mind. If a creature tries to read Orlassk’s thoughts or
deals psychic damage to it, that creature must succeed on a
DC 23 Intelligence saving throw or be stunned for 1 minute.
LEGENDARY ACTIONS
The stunned creature can repeat its saving throw at the end Orlassk can take three legendary ac�ons, choosing from the
of each of its turns, ending the effect on itself on a success. op�ons below. Only one legendary ac�on op�on can be
used at a �me and only at the end of another creature’s
Legendary Resistance (3/Day). If Orlassk fails a saving throw, turn. Orlassk regains spent legendary ac�ons at the start of
it can choose to succeed instead. its turn.

Magic Resistance. Orlassk has advantage on saving throws Slam. Orlassk makes one Slam a�ack.
against spells and other magical effects. Warlord’s Shout (Costs 2 Ac�ons). Orlassk casts the
command spell (save DC 22) on a creature within 60 feet
Regenera�on. Nuumas regains 20 hit points at the start of its of it. The creature does not need to share a language with
turn. If it takes radiant damage, this trait doesn’t func�on at Orlassk if the command is delivered telepathically.
the start of its next turn. Nuumas dies only if it starts its turn Wave of Entropy (Costs 3 Ac�ons). Orlassk releases a wave
with 0 hit points and doesn’t regenerate. of entropic energy in a 30-foot radius. Each creature in
this area must succeed on a DC 23 Wisdom saving throw
Siege Master. Orlassk’s weapon a�acks deal double damage or take 22 (4d10) psychic damage and be charmed un�l
to objects and structures. Addi�onally, Orlassk is immune to the end of its next turn. A creature charmed in this way
effects that would move it against its will. has its movement speed halved, and has disadvantage on
Dexterity checks and saving throws.

16
Orlassk’s Lair Madness of Orlassk
Orlassk makes its lair in the Prowling Fortress, a If a creature goes mad in Orlassk’s lair or while it can
stronghold built on the back of a titanic stone see the daelkyr, it gains a form of indefinite madness.
gargoyle. The gargoyle roams the depths of Khyber, Roll on the Madness of Orlassk table to determine
refusing to make itself assailable by resting in any the nature of this madness, which takes the form of a
one place. character trait that lasts until reversed. Chapter 8 of
The true danger of the Prowling Fortress, the Dungeon Master’s Guide has more information on
unbeknownst to most, resides outside of its bounds: madness.
an army of basilisks, gorgons, and other servants of
the Master of Stone follow the stronghold in droves, MADNESS OF ORLASSK
ready to begin their siege against Eberron at a
moment’s notice. d6 Trait (lasts un�l reversed)

Lair Actions 1 “The weight of carrying my body is exhaus�ng.


I just want to lie down and never get up.”
While within the Prowling Fortress, Orlassk can
invoke the ambient magic to take lair actions. On “My enemies are hiding on every side, wai�ng
2
initiative count 20 (losing initiative ties), Orlassk can to strike the moment I let my guard down.”
take a lair action to cause one of the following
“Orlassk is a benevolent leader–and it will
effects. It can’t use the same effect two rounds in a 3 grant me immortality!”
row.
• Orlassk takes a Petrify action. “Petrifica�on only hurts the weak and impure. I
4
• Orlassk unleashes a wave of entropic madness. have nothing to fear in a medusa’s gaze.”
Each creature within 120 feet of Orlassk must “I refuse to leave myself open or exposed on all
succeed on a DC 23 Wisdom saving throw or be 5 sides, for fear of sudden assault.”
charmed for 1 minute. A creature charmed in this
“I am easily distracted by my thoughts. I will
way perceives time more slowly, as if targeted 6 take twice as long to rest if le� uninterrupted.”
with a slow spell. A frightened creature can repeat
its saving throw at the end of each of its turns,
ending the effect on itself on a success.
• Orlassk commands the Prowling Fortress to
suddenly change directions, causing a minor
earthquake. Each creature within its lair that isn’t
flying must succeed on a DC 23 Strength saving
throw or be thrown 10 feet in a random direction
and knocked prone (the DM rolls a d8 to determine
the direction of the movement). If this motion
throws a target into an object or wall, it takes 10
(3d6) bludgeoning damage.
Regional Effects
A region containing a passage to Orlassk’s lair is
warped in one or more of these ways:
• Plants that grow within 1 mile of the passage
slowly turn to stone instead of rotting, giving the
appearance of a spreading grey blight.
• Creatures within 5 miles of the passage lose track
of time, accidentally wasting minutes to hours on
simple tasks. This effect worsens over the course of
years: travelers feel sluggish or distracted for
moments, while locals experience entire days of
lost time.
• If a humanoid spends at least 1 hour within 1 mile
of the passage, that creature must succeed on a DC
23 Wisdom saving throw or be affected by a type of
madness (see the “Madness of Orlassk’’ table below).
A creature that succeeds on this saving throw can’t
be affected by this regional effect again for 24
hours.

17
Thassalyr, the Towerwitch
hassalyr is the Towerwitch, Thassalyr’s Lair
known to its acolytes as the Living
Grimoire, the Keeper of Secrets, and the Thassalyr makes its lair in the Tower Esoterica, a
Lady Forbidden. Stories say that the basalt obelisk tucked into the far, untouched reaches
daelkyr is a master of every school of of Khyber. This tower is constructed in the middle of
magic, and pulls from the darkest tomes a mile-wide cavern, filled to bursting with an
of each to perform its perverse imitation of the everlasting storm of subterranean thunder and
arcane. lightning. Many nothics make pilgrimage to this
Lost Acolyte. What few texts of daelkyr lore persist tower after seeing it in their mad, daelkyr-addled
state that Thassalyr was once an apprentice of dreams.
Dyrnn the Corruptor, hand-picked from the hordes It is said that the Tower Esoterica contains one of
of Xoriat for its cunning and mind for magic. It was the largest libraries of daelkyr lore, including the
eager to please its new master with its rapid means by which Xoriat could be brought back into
advancement through the worlds of the arcane; alignment with Eberron.
however, once it had mastered the science of bending
flesh into new, horrific forms, Dyrnn cast it aside Lair Actions
like it does all other expended tools. Feeling foolish While within the Tower Esoterica, Thassalyr can
for its moment of trust, Thassalyr retreated to the invoke the ambient magic to take lair actions. On
depths of Khyber and constructed a perilous initiative count 20 (losing initiative ties), Thassalyr
sanctum on the edge of the world--a dark tower it can take a lair action to cause one of the following
never left again. effects. It can’t use the same effect two rounds in a
Forbidden Lore. Since it retreated from the world, row.
Thassalyr has spent its time delving deeper and • Thassalyr summons a fork of corrupted lightning
deeper into the world of the arcane arts. Unlike from the ever-brewing storm. Three creatures it
other daelkyr, it created no servants to help it in this can see within 120 feet of it must make a DC 23
task: its main servant, nothics, are a natural Dexterity saving throw, taking 26 (4d12) lightning
aberration that occurs in magewrights that lose damage on a failed save or half as much damage on
themselves to their obsession with magic. Nothics a successful one.
flock to Thassalyr’s tower in droves, sensing the • Thassalyr unleashes a wave of tempting madness.
weight of the secrets stored within--and Thassalyr, Each creature within 30 feet of the Tower’s
ever the opportunist, puts them to work in exchange bookshelves must succeed on a DC 23 Wisdom
for tiny tidbits of magical esotera. saving throw or be charmed for 1 minute. A
Thassalyr’s Cults. Most cultists of Thassalyr are creature charmed in this way suddenly hungers for
wizards and magewrights, conducting their worship knowledge of the forbidden, using its turn to move
in secret to further their own studies. The most well- to the nearest books or notes and pour over their
known cult of Thassalyr call themselves “The contents. The effect ends for an affected creature if
Anathema”--a nod to their hatred of all other it takes any damage or if someone else uses an
daelkyr. These cultists believe that Thassalyr was action to shake the creature out of its stupor.
responsible for teaching the Gatekeeper druids how • A row of bookshelves burst outwards, and a 30-
to seal away the realm of Xoriat, and seek out other foot radius area within 120 feet of Thassalyr is
cultists of the daelkyr to enact Thassalyr’s revenge. filled with a whirlwind of razor-sharp papers and
scrolls until initiative count 20 on the next round.
This area is considered difficult terrain, and a
creature that moves through it is blinded and
deafened by the flurry of books. A creature that
starts its turn in the area must make a DC 23
Constitution saving throw, taking 13 (5d4) slashing
damage on a failed save or half as much damage on
a successful one.
Regional Effects
A region containing a passage to Thassalyr’s lair is
warped in one or more of these ways:
• Creatures (including humanoids) raised within 5
miles of the passage are unusually clever. Such a
creature’s Intelligence score is 1d4 points higher
than typical creatures of its kind.

18
• Arcane energy within 1 mile of the passage is MADNESS OF THASSALYR
destabilized. When a spell of 5th-level or higher is
cast in this area, roll on the Wild Magic Surge table d6 Trait (lasts un�l reversed)
(found in chapter 3 of the Player’s Handbook).
“I will go to absurd lengths to learn secret
• If a humanoid spends at least 1 hour within 1 mile 1 knowledge.”
of the passage, that creature must succeed on a DC
23 Wisdom saving throw or be affected by a type of “I fran�cally write down any original thought or
2
madness (see the “Madness of Thassalyr’’’ table idea I have, in case it is useful in the future.”
below). A creature that succeeds on this saving “I despise the daelkyr for what they did to poor
throw can’t be affected by this regional effect again 3 Thassalyr. I must destroy them to avenge the
for 24 hours. Towerwitch!”
“My dreams are plagued by visions of the
Madness of Thassalyr 4 Tower Esoterica. I fear I’ll never sleep well
again.”
If a creature goes mad in Thassalyr’s lair or while it
can see the daelkyr, it gains a form of indefinite “In my reflec�ons, I see a nothic looking back
5
madness. Roll on the Madness of Thassalyr table to at me.”
determine the nature of this madness, which takes “Those possessed of the gi� of magic are
6
the form of a character trait that lasts until reversed. superior to other beings.”
Chapter 8 of the Dungeon Master’s Guide has more
information on madness.

Thassalyr Teleport. As a bonus ac�on, Thassalyr can teleport up to 30


feet to an unoccupied space it can see.
Medium aberra�on, chao�c evil
ACTIONS
Armor Class 19 (natural armor)
Mul�a�ack. Thassalyr makes three Eldritch Arc a�acks. It
Hit Points 295 (31d8 + 155)
can replace one of these a�acks with a Claw a�ack.
Speed 40 �., fly 40 �. (hover)
Claw. Melee Weapon A�ack: +13 to hit, reach 5 �., one
STR DEX CON INT WIS CHA target. Hit: 17 (2d10 + 6) slashing damage.
21 (+5) 22 (+6) 20 (+5) 26 (+8) 17 (+3) 24 (+7)
Eldritch Arc. Ranged Spell A�ack: +15 to hit, range 120 �.,
Saving Throws Int +15, Wis +10, Cha +14 one target. Hit: 22 (4d10) lightning damage.
Skills Arcana +15, History +15, Insight +10, Percep�on +10
Damage Resistances lightning, poison, psychic Weird Insight. Thassalyr targets one creature it can see
Condi�on Immuni�es blinded, charmed, exhaus�on, within 30 feet of it. The target must make a Charisma
frightened, poisoned, prone (Decep�on) check contested by Thassalyr’s Wisdom (Insight)
Senses truesight 120 �., Passive Percep�on 20 check. If Thassalyr wins, it magically learns one fact or secret
Languages Deep Speech, telepathy 120 ft. about the target. The target automa�cally wins if it is
Challenge 24 (62,000 XP) immune to being charmed.

Alien Mind. If a creature tries to read Thassalyr’s thoughts or LEGENDARY ACTIONS


deals psychic damage to it, that creature must succeed on a
DC 23 Intelligence saving throw or be stunned for 1 minute. Thassalyr can take three legendary ac�ons, choosing from
The stunned creature can repeat its saving throw at the end the op�ons below. Only one legendary ac�on op�on can be
of each of its turns, ending the effect on itself on a success. used at a �me and only at the end of another creature’s
turn. Thassalyr regains spent legendary ac�ons at the start
Legendary Resistance (3/Day). If Thassalyr fails a saving of its turn.
throw, it can choose to succeed instead.
Eldritch Arc. Thassalyr makes one Eldritch Arc a�ack.
Innate Spellcas�ng. Thassalyr’s spellcas�ng ability is Cast a Spell (Costs 2 Ac�ons). Thassalyr casts one spell that
Intelligence (spell save DC 23). It can innately cast the takes 1 ac�on or less to cast.
following spells, requiring no material components: Dark Debilita�on (Costs 3 Ac�ons). Thassalyr locks the
mind of one creature it can see within 60 feet of it. The
At will: alter self, detect magic, detect thoughts, dream, target must succeed on a DC 23 Wisdom saving throw or
invisibility (self only), levitate, modify memory take 17 (4d8) psychic damage and be unable to cast spells
or use magic items for 1 minute. The creature can repeat
Magic Resistance. Thassalyr has advantage on saving throws its saving throw at the end of each of its turns, ending the
against spells and other magical effects. effect on a success.
Teleport. Thassalyr uses its Teleport ac�on.
Regenera�on. Thassalyr regains 20 hit points at the start of
its turn. If it takes radiant damage, this trait doesn’t func�on
at the start of its next turn. Thassalyr dies only if it starts its
turn with 0 hit points and doesn’t regenerate.

19
Valaara, the Crawling Queen
alaara is the Crawling Queen, also by Valaara’s violent sense of humor.
known to her subjects as the Scavenger,
the Sovereign of Swarms, and the Locust Lair Actions
Aberrant. Lore says that Valaara’s will While within the Seething Hive, Valaara can invoke
exists in all insects and vermin, and that the ambient magic to take lair actions. On initiative
one is never more than a dozen feet from count 20 (losing initiative ties), Valaara can take a
one of its servants. lair action to cause one of the following effects. It
Overwhelming Hordes. Just as Belashyrra’s madness can’t use the same effect two rounds in a row.
is tied to sight, Valaara’s madness is tied to touch: • Valaara summons a wave of venomous insects.
nausea in the gut, movement under the clothes, and Each creature it can see within its lair make a DC
the tickle of tiny legs stabbing the skin like chitinous 23 Constitution saving throw. On a failed save, the
needles. A creature that falls under Valaara’s thrall creature takes 26 (4d12) poison damage and is
becomes aggressively paranoid about its thralls: poisoned until the end of its next turn. On a
every brush of the skin or flicker in the corner of successful save, the creature takes half as much
your eye is an insect or a pest, waiting for a lapse in damage and isn’t poisoned.
attention to burrow into your body and feast. In • A 30-foot radius area within 120 feet of Valaara is
extreme cases, some even report a feeling of bugs filled with a swarm of flying beetles and locusts
beneath their skin, and cut themselves to ribbons until initiative count 20 on the next round. This
trying to scratch and pull at them. area is considered difficult terrain, and a creature
As the most physical daelkyr, Valaara’s goals are that moves through it is blinded and deafened by
appropriately tangible: it seems to think of mortals the bugs. A creature that starts its turn in the area
as food for its vast swarms of vermin--no more a must make a DC 22 Constitution saving throw,
problem or a threat to its rule than a fruit waiting to taking 13 (5d4) piercing damage on a failed save or
be plucked. half as much damage on a successful one.
Valaara’s Cults. The Crawling Queen has followers • Each creature of Valaara’s choice that it can see
in all places where pests are teeming. Of all the within 120 feet of it must succeed on a DC 22
daelkyr, Valaara has the strongest influence in the Charisma saving throw or take 22 (4d10) psychic
civilized world, and Sharn in particular: the lower damage. Unless the target has immunity to psychic
reaches of the City of Towers are a veritable cesspool damage, its Wisdom score is reduced by 1d4 each
of poverty and industry, perfect for her children to time it fails the saving throw for this lair action. If
thrive. Worshippers of Valaara allow insects and the target’s Wisdom score is reduced to 0, it goes
spiders to chew at their flesh, wearing their hives berserk, using its turns to move to the nearest
and scars like badges of their master’s approval. humanoid and attack it. The reduction lasts until
the target finishes a short or long rest.
Valaara’s Lair
Valaara makes its lair in the Seething Hive, a
Regional Effects
network of calcified tunnels and caverns of insects, A region containing a passage to Valaara’s lair is
eggs, and webbing. The paths of this Hive are so warped in one or more of these ways:
labyrinthine that it’s said even the insects are unable • Insects raised within 5 miles of the passage grow to
to navigate it without Valaara’s guidance, making it twice their normal size, and develop a taste for
virtually unassailable by mundane means. Even humanoid blood and flesh.
magical forms of navigation tend to lead adventurers • Valaara can sense the world through the body of
towards hatcheries and feeding rooms, as if infected any insect within 5 miles of the passage.

20
• Creatures within 2 miles of the passage feel near- MADNESS OF VALAARA
constant tickling and brushing on their skin, as if
there are insects moving about under their clothes d6 Trait (lasts un�l reversed)
and in their hair.
“There are insects under my skin, chewing
• If a humanoid spends at least 1 hour within 1 mile 1 holes in my bones.”
of the passage, that creature must succeed on a DC
23 Wisdom saving throw or be affected by a type of 2 “Valaara’s servants are always watching me.”
madness (see the “Madness of Valaara’’ table below).
“If I kill other creatures to feed the insect
A creature that succeeds on this saving throw can’t 3 hordes, Valaara will leave me be.”
be affected by this regional effect again for 24
hours. “Insects are the only pure creatures.
4 Consuming them will help me shed my flawed
Madness of Valaara humanoid body.”

If a creature goes mad in Valaara’s lair or while it can “I can’t eat without imagining bugs burs�ng out
5 of my food and filling my mouth.”
see the daelkyr, it gains a form of indefinite madness.
Roll on the Madness of Valaara table to determine “Bugs awaken a primal fury in me. I must kill
6
the nature of this madness, which takes the form of a every bug I see.”
character trait that lasts until reversed. Chapter 8 of
the Dungeon Master’s Guide has more information on
madness.

Valaara ACTIONS
Medium aberra�on, chao�c evil Bite. Melee Weapon A�ack: +13 to hit, reach 5 �., one target.
Hit: 28 (4d10 + 6) piercing damage, or 17 (2d10 + 6) piercing
damage if Valaara has half its hit points or fewer. Also, the
Armor Class 19 (natural armor)
target must succeed on a DC 22 Cons�tu�on saving throw
Hit Points 304 (32d8 + 160)
or be poisoned un�l the end of its next turn.
Speed 40 �., fly 40 �. (hover)
Incubate. Melee Weapon A�ack: +13 to hit, reach 5 �., one
STR DEX CON INT WIS CHA creature in Valaara’s space. Hit: 22 (4d10) necro�c damage,
24 (+7) 20 (+5) 21 (+5) 17 (+3) 25 (+7) 22 (+6) and the creature must succeed on a DC 22 Cons�tu�on
saving throw or be infested with insects for 1 minute.
Saving Throws Int +10, Wis +14, Cha +13 Valaara cannot take this ac�on if it has half its hit points or
Skills Nature +10, Percep�on +13 fewer.
Damage Immuni�es poison An infested creature takes 11 (2d10) necro�c damage at
Damage Resistances psychic the beginning of each of its turns as mutated insects feed on
Condi�on Immuni�es blinded, charmed, exhaus�on, its body. The creature can repeat its saving throw at the end
frightened, poisoned, prone, restrained of each of its turns, ending the effect on itself on a success.
Senses truesight 120 �., Passive Percep�on 23 If a creature is killed while infested in this way, a swarm of
Languages Deep Speech, telepathy 120 ft. insects bursts from its body and join Valaara’s form, causing
Challenge 22 (41,000 XP) it to regain 20 hit points.

Alien Mind. If a creature tries to read Valaara’s thoughts or


deals psychic damage to it, that creature must succeed on a LEGENDARY ACTIONS
DC 22 Intelligence saving throw or be stunned for 1 minute. Valaara can take three legendary ac�ons, choosing from the
The stunned creature can repeat its saving throw at the end op�ons below. Only one legendary ac�on op�on can be
of each of its turns, ending the effect on itself on a success. used at a �me and only at the end of another creature’s
turn. Valaara regains spent legendary ac�ons at the start of
Legendary Resistance (3/Day). If Valaara fails a saving throw, its turn.
it can choose to succeed instead.
Bite. Valaara makes one Bite a�ack.
Magic Resistance. Valaara has advantage on saving throws Agitate the Infested (Costs 2 Ac�ons). Valaara targets one
against spells and other magical effects. creature infested by its Incubate ac�on that it can see,
agita�ng the insects inside its body to the point of self-
Regenera�on. Valaara regains 20 hit points at the start of its destruc�on. The creature must succeed on a DC 22
turn. If it takes radiant damage, this trait doesn’t func�on at Cons�tu�on saving throw or take 26 (4d12) necro�c
the start of its next turn. Valaara dies only if it starts its turn damage and fall prone. The creature is no longer infested
with 0 hit points and doesn’t regenerate. a�er being targeted by this ac�on.
Feral Madness (Costs 3 Ac�ons). Valaara evokes a feral
Swarm. Valaara’s corporeal form is a swarm of furious madness in one creature it can see within 120 feet of it.
insects. Valaara can occupy another creature’s space and The target must succeed on a DC 22 Wisdom saving
vice versa, and it can move through any opening large throw or be charmed for 1 minute or un�l it takes
enough for a Tiny insect. damage. A creature charmed in this way uses its turns to
move to and a�ack the nearest creature.
Teleport. As a bonus ac�on, Valaara can teleport up to 30
feet to an unoccupied space it can see.

21
Wuurzim, the Star Beneath
uurzim is the Star Beneath, also Wuurzim can take a lair action to cause one of the
known among its subjects as the Pale following effects. It can’t use the same effect two
Star, the Mask of Apathy, and the rounds in a row.
Hopeless Lord. Not much is known of • A swarm of three burning stars streak through the
Wuurzim, as its domain is perilously dark and explode at points Wuurzim can see
far into the depths of Khyber. within 120 feet of it. Any creature within 5 feet of
However, the stories that do exist describe it as a one of these points must make a DC 24 Dexterity
worm-like ghoul that wears a mask, as if its true saving throw. On a failed save, the target takes 26
visage is too terrifying even for its own senses. (4d12) fire damage and is pushed 10 feet away from
Beacon of Apathy. As the furthest daelkyr from the the star. On a successful save, the target takes half
surface world, Wuurzim’s servants are among the as much damage and isn’t pushed.
rarest, spotted only in moments where the planes • A 30-foot radius area within 120 feet of Wuurzim
come into dark and unusual positions. These is plunged into maddening darkness until
servants, referred to as “star spawn’’, are pale horrors initiative count 20 on the next round. Any
with stretched forms and psychic auras that creature that starts or ends its turn there must
debilitate their prey. make a DC 24 Wisdom saving throw, taking 26
Those few who venture into Wuurzim’s domain (4d12) psychic damage on a failed save or half as
are subject to a madness unlike the other daelkyr-- much on a successful one.
not an overwhelming emotion or sensation but a • Wuurzim creates a wave of apathy. Each creature
lack thereof. Wuurzim’s madness is one of apathy: within its lair must succeed on a DC 24 Wisdom
the realization that the universe is cold, dark, and saving throw or be charmed or frightened for 1
colossal, and it cares little for mortals and kindness. minute (Wuurzim’s choice). A creature affected in
A creature driven over the edge of sanity by this way is incapacitated, as it is overwhelmed
Wuurzim retreats into itself, becoming a shell of its with hopelessness. The effect ends for an affected
former being--numb to all pain and feeling, save for creature if it takes any damage or if someone else
a dull and aching sense of horror. uses an action to shake the creature out of its
Wuurzim’s Cults. There are no known cults of stupor.
Wuurzim, but individual warlocks and worshippers
have been known to take up its name from time to Regional Effects
time. Many of these servants are touched directly by A region containing a passage to Wuurzim’s lair is
Wuurzim’s aberrations, becoming a fusion of its warped in one or more of these ways:
nihilistic spirit and their own empty body. These • Intelligent creatures within 2 miles of the passage
cultists rarely retain any significant aspect of their feel emotionally dulled. Anger is not as violent,
original identity, losing all sense of personality in the happiness as fulfilling, or sadness as harrowing.
face of an overwhelming void. • A beast or unintelligent creature that spends more
than 24 hours within 1 mile of the passage grows
Wuurzim’s Lair apathetic and lazy. It fails to take care of itself,
Wuurzim makes its lair in the Sea of the Buried expending minimal effort to hunt or forage for
Cosmos. This realm is a colossal cavern of magical food or water. Typically, these beasts waste away
darkness, made penetrable only by the tiny motes of naturally or are hunted by as-of-yet unaffected
starlight that dance about the void. This space is not predators in the area.
a sea in the traditional sense, nor is it the vacuum of • If a humanoid spends at least 1 hour within 1 mile
space; however, creatures move through it as if they of the passage, that creature must succeed on a DC
were swimming, making it difficult terrain to 24 Wisdom saving throw or be affected by a type of
landbound creatures. madness (see the “Madness of Wuurzim’’ table
This sea is filled mostly with star spawn and other below). A creature that succeeds on this saving
aberrations in service to Wuurzim. Although they throw can’t be affected by this regional effect again
do not originate with Wuurzim, a number of for 24 hours.
aboleths have migrated towards this dark sea and
dedicated themselves to the Star Beneath, believing it Madness of Wuurzim
a worthy usurper of the dragons and gods of If a creature goes mad in Wuurzim’s lair or while it
Eberron. can see the daelkyr, it gains a form of indefinite
madness. Roll on the Madness of Wuurzim table to
Lair Actions determine the nature of this madness, which takes
While within the Sea of the Buried Cosmos, the form of a character trait that lasts until reversed.
Wuurzim can invoke the ambient magic to take lair Chapter 8 of the Dungeon Master’s Guide has more
actions. On initiative count 20 (losing initiative ties), information on madness.

22
MADNESS OF WUURZIM
d6 Trait (lasts un�l reversed)

1 “I should be horrified by the things I’ve seen, but instead I feel nothing.”

2 “Violence no longer seems urgent, even against the ones I love.”

3 “I cannot sleep outdoors or anywhere I can see the sky. Thoughts of the cosmos haunt me.”

4 “The rou�ne of mortality has become nearly unbearable. I don’t eat un�l I’m on the verge of starving.”

5 “I feel oddly numb. I some�mes don’t even no�ce injuries un�l they stain my clothing.”
6 “I no longer recognize my own face.”

Wuurzim ACTIONS
Large aberra�on, chao�c evil Mul�a�ack. Wuurzim makes three S�nger a�acks or two
S�nger a�acks and one Psychic Comet a�ack. If it has a
creature grappled, it can replace two S�nger a�acks with
Armor Class 21 (natural armor)
Assimilate Ego.
Hit Points 508 (35d10 + 315)
Speed 40 �., fly 40 �. (hover), swim 40 �. S�nger. Melee Weapon A�ack: +17 to hit, reach 10 �., one
target. Hit: 25 (3d10 + 9) piercing damage. If the target is a
STR DEX CON INT WIS CHA Medium or smaller creature, it is grappled (escape DC 24).
29 (+9) 22 (+6) 28 (+9) 25 (+7) 22 (+6) 30 (+10) Wuurzim can’t use the same s�nger on another target un�l
this grapple ends. Wuurzim has four s�ngers.
Saving Throws Con +17, Int +15, Wis +14, Cha +18
Skills Arcana +15, Insight +14, Percep�on +14 Psychic Comet. Ranged Spell A�ack: +18 to hit, range 120 �.,
Damage Resistances poison, psychic one target. Hit: 36 (8d8) psychic damage.
Condi�on Immuni�es blinded, charmed, exhaus�on,
frightened, poisoned, prone Assimilate Ego. One creature grappled by Wuurzim must
Senses truesight 120 �., Passive Percep�on 24 succeed on a DC 24 Charisma saving throw or take 55
Languages Deep Speech, telepathy 120 ft. (10d10) psychic damage. If this damage reduces the target
Challenge 26 (90,000 XP) to 0 hit points, the creature is killed and immediately raised
from the dead under Wuurzim’s control.
Alien Mind. If a creature tries to read Wuurzim’s thoughts or The raised creature has 40 temporary hit points, but
deals psychic damage to it, that creature must succeed on a otherwise retains the sta�s�cs and memories it had in life,
DC 24 Intelligence saving throw or be stunned for 1 minute. with two altera�ons: its alignment becomes Chao�c Evil and
The stunned creature can repeat its saving throw at the end its creature type becomes aberra�on. The raised creature
of each of its turns, ending the effect on itself on a success. lasts un�l its hit points are reduced to 0, at which point its
body turns to stardust and it can’t be revived by any means
Ego Tyrant. When Wuurzim raises a creature with its short of a wish spell.
Assimilate Ego ac�on, it learns everything that creature
knew in life and gains the ability to speak with its voice.
LEGENDARY ACTIONS
Legendary Resistance (3/Day). If Wuurzim fails a saving Wuurzim can take three legendary ac�ons, choosing from
throw, it can choose to succeed instead. the op�ons below. Only one legendary ac�on op�on can be
used at a �me and only at the end of another creature’s
Magic Resistance. Wuurzim has advantage on saving throws turn. Wuurzim regains spent legendary ac�ons at the start
against spells and other magical effects. of its turn.

Regenera�on. Wuurzim regains 20 hit points at the start of Psychic Comet. Wuurzim makes one Psychic Comet a�ack.
its turn. If it takes radiant damage, this trait doesn’t func�on Implant Apathy (Costs 2 Ac�ons). Wuurzim targets one
at the start of its next turn. Wuurzim dies only if it starts its creature it can see within 60 feet of it. The target must
turn with 0 hit points and doesn’t regenerate. succeed on a DC 24 Wisdom saving throw or be charmed
for 1 minute or un�l it takes damage. A creature charmed
Shadow of the Mind. Wuurzim is considered invisible to in this way is incapacitated.
creatures with an Intelligence score lower than 15. If it takes Mad Constella�on (Costs 3 Ac�ons). Wuurzim conjures a
radiant damage, this trait doesn’t func�on un�l the end of constella�on of maddening stars around itself. Each
its next turn. creature that can see Wuurzim must succeed on a DC 24
Wisdom saving throw or be frightened for 1 minute. A
Teleport. As a bonus ac�on, Wuurzim can teleport up to 30 creature frightened in this way is also blinded. The
feet to an unoccupied space it can see. creature can repeat its saving throw at the end of each of
its turns, ending the effect on itself on a success.

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