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saving throw for this lair action. The target dies if its   MADN S S   OF DYRRN
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            Intelligence score is reduced to 0. The reduction lasts   If a creature goes mad in Dyrrn's lair or while it can see
            until the target finishes a short or long rest.   the daelkyr, it gains a form of indefinite madness. Roll
           Re§ional Effects. A region containing a passage to   on the Madness of Dyrrn table to determine the nature
          Dyrrn's lair is warped in one or more of these ways:   of this madness, which takes the form of a character
                                                            flaw that lasts until cured. Chapter 8 of the Dungeon
          •  Plants and animals raised within 2 mile of the pas­  M a ster's Guide has more information on madness.
            sage have twisted, aberrant forms. Use the Daelkyr
            Modifications table for inspiration.            M  A D N ESS  F   DYR R N
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          •  Creatures within 1 mile of the passage frequently feel
            as if something is crawling under their skin.      d6   Flaw (lasts until cured)
          •  If a humanoid spends at least 1 hour within 1 mile of   "There's an  illithid parasite living in  my brain!"
           the passage, that creature must succeed on a DC 22   2   " I   can feel myself evolving into an  aberration."
           Wisdom saving throw or descend into a type of mad­  3    "Aberrations are the only natural things."
            ness (see "Madness of Dyrrn" below). A creature that   4   "A part of me has become a conscious entity."
            succeeds on this saving throw can't be affected by this   5   "My opponents  u st bow down to a mind flayer!"
                                                                               m
           regional effect again for 24 hours.
                                                               6    "Dyrrn and the mind flayers simply want to unite
          If Dyrrn dies, these effects fade away after ldlO days.   all sentient creatures in collective consciousness.
                                                                    And I  receive messages from the group mind!"


                                                            Tentacle Whip. Melee Weapon Attack: +1 5 to hit, reach 10 ft.,
          DYRRN
          Medium aberration, chaotic evil                   one target. Hit: 24 (3dl0 + 8) slashing damage. If the target
                                                            is a Medium or smaller creature, it is grappled  (escape  DC
                                                                                         i
                                                            23), pulled into an unoccupied space with n   5 feet of Dyrrn,
          Armor Class 21  (natural armor)
                                                                                 I
          Hit Points 325 (3ld8 + 1 8 6)                     and must succeed on a DC 23  n telligence saving throw or be
          Speed 40 ft., fly 40 ft.  (hover)                 stunned until this grapple ends. Dyrrn can't use the same ten­
                                                            tacle whip on another target until this grapple ends. Dyrrn has
            STR    DEX    CON      INT    WIS    CHA        two tentacle whips.
           26 (+8)   21  (+5)   22 (+6)   26 (+8)   23 (+6)   24 (+7)
                                                            Corruption. Dyrrn targets one creature it can see within 60 feet
                                                            of it. The target must succeed on a DC 23 Constitution saving
                     I
          Saving Throws  n t +1 5, Wis + 13, Cha +14        throw or take 22 (4d6 + 8) necrotic damage and become cor­
                       H
                                I
          Skills Arcana +1 5,  i s tory +1 5,  n sight +1 3, Perception +1 3   rupted for l  minute.
          Damage Resistances poison, psychic
                                                             A corrupted creature's flesh twists in alien ways. The creature
          Condition Immunities blinded, charmed, exhaustion,   has disadvantage on attack rolls, its speed is reduced by half,
           frightened, poisoned, prone
                                                                              l
                                                                                     fi
                      1
          Senses truesight  2 0 ft., passive perception 23   and  if it tries to cast a spel ,   it must  r st succeed on a  DC 1 5   In­
          Languages Deep Speech, telepathy 120 ft.          telligence check or the spell fails and is wasted. The corrupted
          Challenge 24 (62,000 XP)                          creature can  repeat the saving throw at the end of each of its
                                                           turns, ending the effect on itself on a success.
          Alien Mind. If a creature tries to read Dyrrn's thoughts or deals   Extract Brain. Melee Weapon Attack: +1 5 to hit, reach 5 ft., one
          psychic damage to it, that creature  u st succeed on a DC   incapacitated creature grappled by Dyrrn. Hit: 55 (lOdlO)  pierc­
                                   m
          23  n telligence saving throw or be stunned for l  minute. The   ing damage. If this damage reduces the target to 0 hit points,
            I
          stunned creature can repeat the saving throw at the end of each   Dyrrn kills the target by extracting and devouring its brain.
          of its turns, ending the effect on itself on a success.
                                                                          T
                                                            LEG E N  DARY AC I O  N S
          Legendary Resistance (3/Day).  I f  Dyrrn fails a saving throw, it   Dyrrn can take 3 legendary actions, choosing from the options
          can choose to succeed instead.
                                                           below. Only one legendary action option can be used at a time
          Magic Resistance. Dyrrn has advantage on saving throws   and only at the end of another creature's turn. Dyrrn regains
          against spells and other magical effects.        spent legendary actions at the start of its turn.
          Regeneration. Dyrrn regains 20 hit points at the start of its   Tentacle Whip. Dyrrn makes one attack with its Tentacle Whip.
          turn.  If Dyrrn takes radiant damage, this trait doesn't function   Spawn Aberration (Costs 2 Actions). Dyrrn regurgitates an in-
          at the start of its next turn. Dyrrn dies only if it starts its turn   tellect devourer (see its entry in the Monster Manual) in an
          with 0 hit points and doesn't regenerate.          unoccupied space within 5 feet of it. The intellect devourer is
                                                             under Dyrrn's control and acts immediately after Dyrrn in the
          Teleport. As a bonus action, Dyrrn can teleport up to 30 feet to   initiative order.
          an unoccupied space it can see.                  Mind Blast (Costs 3 Actions). Dyrrn magically emits psychic
                                                             energy  n   a 60-foot cone. Each creature in that area must
                                                                  i
                                                                           I
         ACTI O  N S                                         succeed on a DC 23  n telligence saving throw or take 30 (5d8
                                                             + 8) psychic damage and be stunned for l  minute. A creature
          Multiattack. Dyrrn makes one Tentacle Whip attack and uses   can repeat the saving throw at the end of each of its turns,
          its Corruption once. Dyrrn can replace its Tentacle Whip attack   ending the effect on itself on a success.
         with Extract Brain if it has a creature grappled.
          C  H  APTER 6  I  FRIENDS AND FOES
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