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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
O
• 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!"
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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
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23), pulled into an unoccupied space with n 5 feet of Dyrrn,
Armor Class 21 (natural armor)
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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
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Saving Throws n t +1 5, Wis + 13, Cha +14 throw or take 22 (4d6 + 8) necrotic damage and become cor
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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
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fi
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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
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23 n telligence saving throw or be stunned for l minute. The ing damage. If this damage reduces the target to 0 hit points,
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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
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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