Monsters of Eberron – Horrors of the Daelkyr Part 1. Far Spawn

“Come at me, Primer Berk!”

The World of Eberron faces no extraterrestrial menace so great as the Daelkyr!  These alien beings may look uncanny and familiar, but they’re anything but.  Fortunately, they’re sparsely seen.  Those who have had contact with their home realm of Xoriat have ended up permanently mad, horribly mutilated, or warped by vile experiments.  Among those experiments were the victims of the Daelkyr War; goblinoids and other such creatures that valiantly fought against these eldritch horrors.  Those who failed were captured and mutated into unique horrors of their own.  Countless hobgoblins, goblins, bugbears and more were destroyed beyond recognition.  Their old identities were lost to history as their new horrid forms began to surface from dark depths and wicked wastes.  Few understand the meanings behind these atrocities.


Dolgaunt –

Medium aberration (daelkyr), lawful evil

Armor Class 16 (natural)

Hit Points 44 (8d8 + 8); Speed 30ft.

STR 14 (+2) DEX 16 (+3) CON 12 (+1) INT 10 (+0) WIS 15 (+2) CHA 10 (0)

Saving Throws. Constitution +3, Intelligence +2

Skills. Acrobatics +6, Stealth +6

Senses. blindsight 120ft., passive Perception 10

Damage Resistance. Bludgeoning, Piercing, and Slashing damage from non-magic weapons

Damage Immunity. Psychic damage

Languages Common, Undercommon, Goblin

Challenge 2 (450 XP)

Vitality Drain. Every turn a creature is grappled by a Dolgaunt, their maximum hit points drop by 3( 1d4+2). Killing the Dolgaunt will return lost maximum HP to the victim.

Tentacle Communication. Dolgaunts can silently communicate with either other within 30 ft. This method of communication cannot be observed unless their opponents also have blindsight.

ACTIONS

Multi-Attack. The Dolgaunt can use Tentacle attack twice.

Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3 (1d4 + 2) bludgeoning damage. It can forgo damage to grab instead.

Dolgrim –

Small aberration (daelkyr), neutral evil

Armor Class 16 (leather armor, shield, natural)

Hit Points 13 (3d6 + 3)

Speed 25ft.

STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 8 (- 1) CHA 8 (-1)

Damage Immunity. Psychic damage

Skills Athletics +3, Stealth +6

Senses darkvision 60 ft., passive Perception 9

Languages Common, Undercommon, Goblin

Challenge 1/2 (50 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Multiple Arms. Despite not being a true multiattack, the Dolgrim can attack with up to 3 off-hand attacks. It can use two of its “off-hands” to use a 2-handed weapon, if it desires. In addition, it gains advantage on Strength (Athletics) checks to climb as well as Strength checks to grapple.

Dual-Minded. Dolgrim have two minds fused into one. They have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

ACTIONS

Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Crossbow. Ranged Weapon Attack: +4 to hit, range 80f320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Dolgrue –

File:Dolgrue.jpg

Large aberration (daelkyr), chaotic evil

Armor Class 16 (hide armor, natural)

Hit Points 72 (12d8 + 12)

Speed 30ft.

STR 20 (+5) DEX 14 (+2) CON l3 (+1) INT 5 (- 4) WIS 12 (+1) CHA 9 (- 1)

Damage Immunity. Psychic damage

Skills Stealth +6, Survival +3

Senses darkvision 60ft., passive Perception 11

Languages Common, Undercommon, Goblin

Challenge 4 (1,100 XP)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Dread Existence. Whenever a creature is hit by the Dolgrue’s claws, it must make a Constitution saving throw. If it fails, the creature takes an extra 1d6 psychic damage.

Diehard. When initially dropped to 0 Hit Points, the Dolgrue instead follows dying rules as per PHB.

ACTIONS

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft. , one target. Hit: 10 (2d4 + 5) slashing damage. It can declare grapple and forgo damage instead. Doing this still warrants the Dread Existence ability.

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft. , one target. Hit: 12 (2d6 + 5) piercing damage.

 
Choker –

 

Small Aberration (daelkyr), chaotic evil

Armor Class 16 (natural)

Hit Points 22 (5d6+5)

Speed 20 ft.

Str 16 (+3), Dex 14 (+2), Con 13 (+1), Int 5 (-3), Wis 12 (+1), Chr 8 (-1)

Damage Immunity. Psychic damage

Skills. Stealth +6

Senses. darkvision 60 ft., passive Perception 11

Languages Common, Undercommon, Goblin

Challenge 2 (450 XP)
Quickness. The Choker can take an extra action to move on its turn.

Strangle. While the Choker grabs its victim, it cannot speak or use spells with verbal components. The victim is also restrained.

Incredible Grappler. The Choker can grab creatures up to large size without penalty.

ACTIONS.

Multiattack. The Choker can use Tentacle twice.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft. , one target. Hit: 5 (1d4 + 3) bludgeoning damage. Hit creatures are also grappled (with a Dexterity Save DC of 13).

Created by Doctor Necrotic for Doctor Necrotic Media.  Property of Keith Baker and Wizards of the Coast.

Advertisements

One thought on “Monsters of Eberron – Horrors of the Daelkyr Part 1. Far Spawn

  1. Pingback: Monsters of Eberron – Daelkyr, Denizen of Xoriat | Daemons & Deathrays

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s