5e24:Daelkyr

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Daelkyr exists in other D&D editions see:

Daelkyr (disambiguation).

5e Pointer  + 
Exploring Eberron
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Setting: Eberron
Daelkyr Overview [1]

Lore

Summary: [1] Daelkyr are beyond comprehension. Some say they create and destroy in equal measure. Existing outside of time and space, they appear incomprehensible. To know them is dangerous; knowing their secrets can change you. Those who attempt it may become cultists.

Unifying Theme. Each daelkyr has a unique theme;

They express the following traits:

  • Can teleport (Bonus Action). They often appear not to move; just be at a different place and position.
  • The appearance is subjective. They appear a Medium bipedal creature, and its equipment doesn’t change. But beyond this few can agree on specifics.
  • Possess telepathy with a range of 120 feet. Sometimes this is perceived as speech, but often with weird intonations.
  • Have the Alien Mind feature. Creatures that try to perceive their mind may result in Incapacitation and may become catatonic.

Any encounter with a daelkyr should be horrifying, driven by its alien, unknowable nature.

Found in Adventures

No results


List of Daelkyr

2 Daelkyrs
Creature Size Type Tags Alignment HP CR Habitat Marked Source
Daelkyr Overview Overview Aberration, Daelkyr Canon, Pointer, Eberron Exploring Eberron
Valaaara (Individual) Medium Aberration Daelkyr Neutral Evil 275 23 Any, Planar Canon, Pointer, Eberron Exploring Eberron

Sources and Notes

  1. Wizards RPG Team. Exploring Eberron (5e 2024) (2026-02-01). Wizards of the Coast. Licensed: © Wizards of the Coast (used under 'fair use' clause). 1.0 1.1

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Attribution:SRD 5.2 CC-BY 
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].


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