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succeeds on this saving throw can't be affected by this M A D N ESS OF B E L A S H Y R R A
regional effect again for 24 hours.
d6 Flaw (lasts until cured)
If Belashyrra dies, these effects fade over the course of "I constantly see shapes moving in the shadows."
ldlO days.
2 "I perceive certain types of people-vocations or en-
MADNESS OF BELASHYRR.A'. tire societies-as hideous monsters."
If a creature goes mad in Belashyrra's lair or while 3 "Someone is watching everything I do."
it can see the daelkyr, it gains a form of indefinite 4 "When I close my eyes, I see my past misdeeds."
madness. Roll on the Madness of Belashyrra table to 5 " I don't trust my sight. I have no idea what's real and
determine the nature of this madness, which takes the what's a hallucination."
form of a character flaw that lasts until cured. Chapter 6 "Something watches the world through my eyes. To
8 of the Dungeon M a ster's Guide has more information thwart them, I keep my eyes closed or covered."
on madness.
n
BELASHYRRA Eye Ray. Belashyrra shoots one of the followi g magical eye
Medium aberration, chaotic evil rays of its choice, targeting one creature it can see within 120
feet of it:
Armor Class 19 (natural armor) 7. Psyche-Reconstruction Ray. The target must make a DC 22
Hit Points 304 (32d8 + 1 6 0) Wisdom saving throw, taking 49 (9d 0 ) psychic damage on
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Speed 40 ft., fly 40 ft. (hover) a failed save, or half as much damage on a successful one.
If this damage reduces a creature to 0 hit points, it dies and
STR DEX CON INT WIS CHA transforms into a spectator (see its entry in the Monster
24 (+7) 21 (+5) 20 {+5) 25 {+7) 22 (+6) 23 (+6) Manual) under Belashyrra's control and acts immediately
after Belashyrra in the initiative order. The target can't be re
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Saving Throws n t + 14, Wis + 3 , Cha + 3 turned to its original form by any means short of a wish spell.
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Skills Arcana +14, Perception +1 3 2. Domination Ray. The target must succeed on a DC 22 Wis
Damage Resistances poison, psychic dom saving throw or be charmed by Belashyrra for l min
Condition Immunities blinded, charmed, exhaustion, ute or until the target takes damage. Belashyrra can issue
frightened, poisoned, prone telepathic commands to the charmed creature (no action
Senses truesight 2 0 ft., passive perception 23 required), which it does its best to obey.
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Languages Deep Speech, telepathy 2 0 ft. 3. Mind-Weakening Ray. The target u st succeed on a DC 22
Challenge 22 (41,000 XP) I n telligence saving throw or take 36 (8d8) psychic damage
and be unable to cast spells or activate magic items for l
minute. The target can repeat the saving throw at the end of
Alien Mind. If a creature tries to read Belashyrra's thoughts or each of its turns, ending the effect on itself on a success.
deals psychic damage to it, that creature must succeed on a 4. Blinding Ray. The target and each creature within 10 feet of it
DC 22 Intelligence saving throw or be stunned for l minute. must succeed on a DC 22 Constitution saving throw or take
The stunned creature can repeat the saving throw at the end of 19 (3d12) radiant damage and be blinded for 1 minute. Until
each of its turns, ending the effect on itself on a success. this blindness ends, Belyshyrra can see through the blinded
creature's eyes. The blinded creature can repeat the saving
Eye Thief Belashyrra can see through the eyes of all creatures throw at the end of each of its turns, ending the effect on
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within 2 0 feet of it. It can use its Eye Ray through any creature itself on a success.
withi n 1 2 0 feet of it, as though it were in that creature's space.
LEG E N DARY AC I O N S
T
Legendary Resistance (3/Day). If Belashyrra fails a saving
throw, it can choose to succeed instead. Belashyrra can take 3 legendary actions, choosing from the op
tions below. Only one legendary action option can be used at a
Magic Resistance. Belashyrra has advantage on saving throws time and only at the end of another creature's turn. Belashyrra
against spells and other magical effects.
regains spent legendary actions at the start of its turn.
Regeneration. Belashyrra regains 20 hit points at the start of Claw. Belashyrra makes one claw attack.
its turn. If it takes radiant damage, this trait doesn't function at Implant Fear (Costs 2 Actions). Belashyrra targets a creature it
the start of its next turn. Belashyrra dies only if it starts its turn can see within 60 feet of it. The target must succeed on a DC
with 0 hit points and doesn't regenerate. 22 Wisdom saving throw or take 22 {4d 0 ) psychic damage
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and immediately use its reaction, if available, to move as far
T e leport. As a bonus action, Belashyrra can teleport up to 30
feet to an unoccupied space it can see. as its speed allows away from Belashyrra.
Rend Reality (Costs 3 Actions). Belashyrra rips at the bonds
ACTI O N S of reality in its immediate area. Each creature within 10 feet
of Belashyrra must succeed on a DC 22 Constitution saving
Multiattack. Belashyrra makes two attacks with its claws and throw r take 9 (3d12) fo r ce damage and gain one level of
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uses its Eye Ray once. exhaustion.
Claw. Melee Weapon Attack: + 14 to hit, reach 5 ft., one target.
Hit: 17 (3d6 + 7) slashing damage.
CHAPTER 6 I FRIENDS AND FOES
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