5e:Dyrrn

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Eberron Rising from the Last War
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Setting: Eberron

Deific Summary

Dyrrn [1]
The Corruptor, The Stealer of Thoughts, The Slithering Lord, The Foul Labyrinth, The Overmind
Deific Type: Daelkyr
Portfolio: Corruption of mind and body
Gender: Unstated
Alignment: Chaotic Evil
Domains:
Plane: Khyber
Symbol: Unstated
Worshipers: Cultists
Pantheon: Daelkyr, Eberron

Manifestation

Dyrrn (Individual) (Pointer) [2]
Medium Aberration  (Daelkyrs), Chaotic Evil
Armor Class: 21 (natural armor)
Hit Points: 325
Speed: 40 ft., fly 40 ft. (hover)
Str Dex Con Int Wis Cha
Saving Throws: Int, Wis, Cha
Skills: Arcana, History, Insight, Perception
Damage Resistances: poison, psychic
Condition Immune: blinded, charmed, exhaustion, frightened, poisoned, prone
Senses: Truesith 120 ft., passive perception 23
Languages:
  1. redirect: Template:5xlang, telepathy 120 ft.
Habitat: Khyber
Plane: Khyber
Challenge: 24 (62,000 xp)Proficiency Bonus (PB): +7

Features

Alien Mind.

Legendary Resistance (3/Day). [3] If Dyrrn fails a saving throw, it can choose to succeed instead

Magic Resistance. [3] Dyrrn has advantage on saving throws against spells and other magical effects.

Regeneration.

Teleport.

Actions

Multiattack.

Tentacle Whip. Melee Weapon Attack

Corruption.

Extract Brain. Melee Weapon Attack

Legendary Actions

The aberration can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aberration regains spent legendary actions at the start of its turn.

Tentacle Whip.

Spawn Aberration (Costs 2 Actions).

Mind Blast (Costs 2 Actions).

Unofficial Description: Ithillid-like Daelkyr


Dyrrn's Lair

Place of leftover flesh and bones of the daelkyr's sculpting.

Lair Actions

When fighting inside its lair, an dyrrn can use lair actions. On initiative count 20 (losing initiative ties), the aberration takes a lair action to cause one of the following effects; the aberration can’t use the same effect two rounds in a row:

  • Corruption
  • Tentacles from the ground
  • Psychic damage

Regional Effects

A region containing a passage to Dyrrn's lair is warped in one or more of these ways:

  • Plants and animals are physically twisted.
  • Creatures' skin crawls.
  • Humanoid succumb to "Madness of Dyrrn"

If Dyrrn dies, these effects fade away after 1d10 days.


Madness of Dyrrn

See {{pub|Eberron Rising from the Last War p.288

Sources

  1. Keith Baker, et. al.. Eberron Rising from the Last War (5e 2014) (2019-11-19). Wizards of the Coast. ISBN 978-0-7869-6689-9. p. 283. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. Keith Baker, et. al.. Eberron Rising from the Last War (5e 2014) (2019-11-19). Wizards of the Coast. ISBN 978-0-7869-6689-9. p. 287-288. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  3. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL. 3.0 3.1

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Monster data +

Dyrrn (Sort Text: Dyrrn 5e, Size: Medium, Type: Aberration, Subtypes: Daelkyr, Alignment: Chaotic Evil, HP: 325, CR: 24, Features: Alien Mind Legendary Resistance Magic Resistance Regeneration Teleport Multiattack Tentacle Whip Corruption Extract Brain, Legendary: Yes, Has Lair: No, NPC: Yes, Canon: Yes, Pointer: Yes, UA: No, User: No, Sources: Eberron Rising from the Last War)

Eberron Rising from the Last War Contrigubtions +