Page 286 - Eberron -Rising from the Last War_Neat
P. 286

BELASHYRRA
            Belashyrra is the Lord of Eyes, also known to its cultists
            as the All-Seer or the Glorious Eye. Stories told of Be­
            lashyrra in the Shadow Marches whisper that the Lord
            of Eyes can see every evil deed a person commits, and
            that those touched by this daelkyr suffer terrible halluci­
            nations that inevitably drive them to violence or death.
              Dreadful V i s ions. The madness of Belashyrra is tied
            to sight: images that can't be unseen, horrific hallucina­
            tions, the fear of blindness and of being watched-or re­
            alizing that something else is using your eyes. Belashy­
            rra can force its victims to question whether what they
            perceive is real, or can fill their world with such terrors
            that they willingly blind themselves to escape.
              Belashyrra sees mortals as raw materials to be ex­
            ploited or insects to be exterminated. However, the Lord
            of Eyes has been known to take an interest in specific
            mortals. Belashyrra's warlocks serve as its envoys in the
            world and are often directed to seek out creatures and
            sites that the daelkyr wishes to see through their eyes.
              Belashyrra's   Cults.  The Lord of Eyes has followers
            across Khorvaire, and its cults are typically driven by
            mad visions. Devoted cultists can grow eyes in unusual
            locations, and might have darkvision or other supernat­
            ural abilities when they view the world through those
            eyes. Beholderkin often advise or lead Belashyrra's
            cults, and cultists typically treat these aberrations as
            divine beings.
            BELASHYRRAS LAIR
            Belashyrra makes its lair in the Citadel of Lidless Eyes   within reach. If there are no creatures within reach,
            deep in Khyber, a site that appears to have been molded   the charmed creature can act normally for that turn. A
            from molten stone, chitin, and flesh. Across its warped   charmed creature can repeat the saving throw at the
            and liquid expanses, thousands of eyes of every size and   end of each of its turns, ending the effect on itself on
            shape peer into the endless darkness. Beholders, dol­  a success.
            grims, and stranger aberrations dwell within the halls   Belashyrra taps into the eyesight of creatures in its
            of the citadel, which is one of the few places where such   lair and alters their perception. Each creature of
            creatures are willing to live side by side.         Belashyrra's choice in the lair must make a DC 22
              Some beholderkin serve Belashyrra as guards and   Wisdom saving throw. On a failure, the affected crea­
            agents, while others spend their lives in deep medita­  ture perceives objects and creatures a short distance
            tion, pursuing inner visions known only to the Lord of   from their actual locations, imposing disadvantage on
            Eyes. It's rumored that anyone who sits on the citadel's   the creature's attack rolls against those targets. An
            throne can see through the eyes of any sentient creature   affected creature can repeat the saving throw at the
            on Eberron or in Khyber. If encountered in its lair, Be­  end of each of its turns, ending the effect on itself on
            lashyrra has a challenge rating of 23 (50,000 XP).   a success. If a creature's saving throw is successful
              Lair Actions. While within the Citadel of Lidless   or the effect ends for it, the creature is immune to this
            Eyes, Belashyrra can invoke the ambient magic to take   lair action for the next 24 hours.
            lair actions. On initiative count  20 (losing initiative   Regional Effects. Belashyrra's lair is known to touch
            ties), Belashyrra can take a lair action to cause one of   remote areas of the Shadow Marches and caverns
            the following effects; it can't use the same effect two   below Xen'drik. A region containing a passage to Belas­
            rounds in a row:                                  hyrra's lair is warped by its magic, which creates one or
                                                              more of the following effects:
            •  An eye opens on a solid surface within 60 feet of Be­
              lashyrra. One random eye ray of Belashyrra's shoots   •  Creatures within 1 mile of the passage sometimes feel
              from that eye at a target of Belashyrra's choice that it   as if they're being watched.
              can see. The eye then closes and disappears.     Beasts that live within 5 miles of the passage undergo
            •  Belashyrra creates a wave of madness. Each creature   magical transmutation", growing eyes or eyestalks that
              it can see within its lair must succeed on a DC 22 Wis­  Belashyrra can see through.
              dom saving throw or be charmed for 1  minute. While   A humanoid who spends at least 1 hour within 1 mile
              charmed in this way, a creature must use its action   of the passage must succeed on a DC 21 Wisdom
             at the start of its turn before moving to make a melee   saving throw or descend into a type of madness (see
             attack against another creature of Belashyrra's choice   "Madness of Belashyrra" below). A creature that


                                                                                  C  H  APTER 6  I  FRIENDS AND  FOES
   281   282   283   284   285   286   287   288   289   290   291