Daelkyr Overlords

The daelkyr are extraplanar creatures that are native to the realm of Xoriat. Daelkyr are said to look like extremely beautiful and shapely humans, but with a hint of madness in their eyes and chitinous armor covering their bodies.

They are responsible for most of the aberrations in Eberron, including beholders, dolgaunts, some symbiotic creatures, and many other aberrations.

The daelkyr attempted a planar invasion during the time of the Dhaakhani empire, releasing hordes of their aberrant creations into the material plane. It took an alliance between the goblinoids of the Dhaakhani empire and the orc druids of the Gatekeepers to repel the invading daelkyr, cutting off the plane of Xoriat from Eberron and sealing the remaining daelkyr and their servants within Khyber.

At least six daelkyr remain on Eberron, though they have yet to make a unified attempt to free themselves from Khyber or to restore the connection between Eberron and their home plane. Immortal, the daelkyr are endlessly patient and, as the lords of the realm of madness, their goals and motivations are unfathomable.

Daelkyr, Denizen of Xoriat Medium Aberration, Neutral Evil Armor Class 20 (Natural Armor)

20 (Natural Armor) Hit Points. 296 (28d8+140)

296 (28d8+140) Speed. 35 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 20 (+5) 21 (+5) 15 (+2) 16 (+3) Damage Immunities Psychic, Poison

Psychic, Poison Damage Resistance Symbiont Detriments, Sleep,Frightened, Mind-Affecting, Transmutation, Poisoned

Symbiont Detriments, Sleep,Frightened, Mind-Affecting, Transmutation, Poisoned Condition Immunities Symbiont Detriments, Sleep,Frightened, Mind-Affecting, Transmutation, Poisoned

Symbiont Detriments, Sleep,Frightened, Mind-Affecting, Transmutation, Poisoned Senses Darkvision 120 ft.

Darkvision 120 ft. Languages Deep Speech, Common, Goblin, Daelkyr, Telepathy 120 ft.

Deep Speech, Common, Goblin, Daelkyr, Telepathy 120 ft. Challenge 20 (25,000 XP) Innate Spellcasting. The Daelkyr’s spellcasting ability is Intelligence (8 + Proficiency + Intelligence modifier/20) on spell saving throws. The Daelkyr may use this ability once per round, unless as indicated otherwise.

At-Will – Polymorph, Alter-Self, Misty Step

1/Day – True Polymorph

Legendary Resistance (3/Day). If the Daelkyr fails its saving throw, it can choose to succeed.

Maddening Aura. All creatures within 20 ft. of the Daelkyr are target of a continuous Confusion spell. If you leave the aura, you are no longer a target and any current effect from the aura ends at the end of your turn.

Magical Resistance. The Daelkyr has advantage on all saving throws involving magic.

Symbionts. Attacks made with Symbionts count as magical for the purposes of weakness and resistance.

Actions Poison Whip. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 creature. Hit: 6 (1d6+3) piercing + 3 (1d6) poison; Hit target must make a Con Save (DC 20) or become Poisoned. Stormwurm. Ranged Spell Attack: +12 to hit, ranged 60 ft., 1 creature. Hit: 10 (3d6) lightning damage. Gauntlet Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 creature. Hit: 8 (1d10+3) slashing damage; Hit target must make a Con Save (DC 20) or become Blinded until the end of their next turn. Legendary Actions. The Daelkyr can take 3 legendary actions, as details below. Only one legendary action may be used at a time. At the start of the Daelkyr’s next turn, it regains use of its legendary actions.

Bonus Attack. You may make an extra attack.

Mutational Spellcraft. You may cast Polymorph with the legendary action on you or another target.

Conjure Far Spawn (Recharge 6) (Costs 2 Actions). You summon 1d4 Far Spawn from the “Horrors of the Daelkyr – Far Spawn” list. You may determine which far spawn are summoned or roll for each summoned monster below:

Horrors of the Daelkyr – Far Spawn