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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