Page 288 - Eberron -Rising from the Last War_Neat
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DYRRN                                               Dyrrn most often appears as a tall humanoid male
                                                              with pale skin, clad in a heavy cassock of interwoven
            Dyrrn is known to its followers as the Corruptor, the   black leather that slithers unsettlingly around the
            Stealer of Thoughts, the Slithering Lord, and the Foul   daelkyr's form. Dyrrn can extend tentacles from its
            Labyrinth. In the lore of the Gatekeepers, it is said that   body, using them to extract the brains of others.
            Dyrrn plants thoughts in the weak minded-the seeds
            of terrible ideas that fester and grow. Those who are   DYRRN's LAIR
            particularly brilliant often draw the attention of the Foul   Dyrrn makes its lair in the Palace of Sinew, a horrid site
            Labyrinth, which hungers to consume unique minds.   shaped from the leftover flesh and bones of the daelkyr's
              T w isting Flesh and T h ought. The mind flayers of   sculpting. The walls of the palace undulate as air flows
            Eberron know Dyrrn as the Overmind, and it serves as   through them, as if the space were breathing.
            the cornerstone of their collective consciousness. Of all   Lair Actions. While within the Palace of Sinew,
            the daelkyr, the Corruptor is the most adept at twisting   Dyrrn can invoke the ambient magic to take lair actions.
            minds and bodies to create monsters. It was Dyrrn who   On initiative count 20 (losing initiative ties), Dyrrn can
            turned goblinoid prisoners into the first dolgaunts and   take a lair action to cause one of the following effects; it
            dolgrims, creating the legions that would savage the   can't use the same effect two rounds in a row:
            nations of Khorvaire. Dyrrn is also a prolific creator of
            symbionts-treasures that tempt people to bind alien en­  Dyrrn uses its Corruption action.
            tities to their flesh.                            •  A 30-foot-square area of ground within 120 feet of
              Dyrrn's   Cults. Dyrrn's lair touches the Eldeen   Dyrrn sprouts tentacles until initiative count 20 on the
            Reaches, and the druids of the Towering Wood are al­  next round. Any creature that starts or ends its turn
            ways watching for Dyrrn's influence. At the start of the   in the area must succeed on a DC 23 Strength saving
            Last War, the dwarves of the Mror Holds discovered   throw or be restrained. A creature can escape the ten­
            passages to the daelkyr's realm below their halls, and   tacles with a successful DC 23 Strength (Athletics) or
            Dyrrn's cults have spread from there.               Dexterity (Acrobatics) 'check as an action.
              Mind flayers often work with Dyrrn's cults, many of   •  Each creature of Dyrrn's choice that it can see within
            which are obsessed with evolution-through the use of   120 feet of it must succeed on a DC 23 Wisdom saving
            symbionts or by becoming an aberration. Those who   throw or take 26 (4dl2) psychic damage. Unless the
            worship the Stealer of Thoughts believe that Dyrrn will   target has immunity to psychic damage, its Intelli­
            consume all sentient beings, except for its servants.   gence score is reduced by ld4 each time it fails the


                                                                                  C  H  APTER 6  I  FRIENDS AND  FOES
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