Horrors of Khorvaire and Beyond – Dal’Quor

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“Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before.” – Edgar Allan Poe

Beyond the realm of Khorvaire lies many horrible things. Some exist upon the Prime Material Plane, while others are haunted remnants of old conflict. The wasteland of Cyre lures curious onlookers hoping to know more of the Last War. An empire of the undead waits patiently while assembling its forces. A deadly draconic power below prepares for an onslaught like none have seen. However, these threats and more are far more terrestrial. Within the realms of a sleeping mind lies a gateway into a dark unknown. It is here that the Mi-Go flutter, elementals of dream gather and the Quori plan their dreadful deeds.

AUTHOR’S NOTE: I love Eberron… a lot! Now, I wasn’t the first to convert some monsters over to 5E and I won’t be the last! Given my posts about dream-related content, it’s likely Dal’Quor content will show up in something else if Eberron isn’t unleashed to the public any time soon. So as always, continue to divine in the realm of dream and you too might learn a thing or two. For more dream wandering content, check out The Dreamlands tag.

On Dal’Quor:

Dal’Quor is an incredible realm of dreams, impossible dreams. It is here where countless pockets of dream play out in real time and images are sculpted like clay, all at the power of a resting mind. Time flows at a slower rate, giving an almost ethereal feeling to those who venture here. This is the domain that connects to deeper dream realms. This can range from the Dreamlands of other world myth and legend to the alleged “Demiplane of Nightmares” that scholars of the Known World fear deeply. However, within this dreamstuff, the Quori dwell. They are the dread overlords of this planar space. It is here where they leech off the psychic energies of dreamers, using schemes and manipulation to obtain what they want. And should it come to it, they have found means of annihilating posts outright. Do not wander too far towards the center of the plane, lest you wish to encounter one.

The Quori:

These spiritual abominations are native to this strange plane. In fact, it could be said that they rule over this dark realm. To many, they are manifestations of unspeakable horror… the very worst that dream has to offer. Much of this is to play with “their prey” and twist them into obtaining what they want. They are far more clever than mere predators. They’re known for warping situations to come out in their favor. While they rarely hunt down victims, they exploit them, warp them and do whatever they can to get ahead. In fact, any willing victim can be possessed by the Quori indefinitely! But, should the Quori get into a conflict, they were rarely back down. Many feel safe in within the prime material, as the quori are rarely able to get there. However, they are more than capable of inhabiting specially bred beings called “Empty Vessels” as a means of interacting with other worlds. These beings act as their eyes and ears in various realms beyond their own.

Addendum: The Quori in other settings:

The Quori and Dal’Quor were originally made for Eberron. However, that doesn’t exclude them from being usable in other settings as well. Settings such as Mystara have the Demiplane of Nightmares, home to all sorts of wretched and disturbing horrors. The Plane of Dreams could easily be a demiplane all its own, perhaps attached to an Outer Plane such as Limbo. Barring that, the distant realm/demiplane known as the Far Realm could work as a location to place Dol’Quar, due the Dreamlands-like nature of the dimension.

However, their influence over vessels and the land known as “Riedra” could prove problematic. The Inspired are a concept unique to Eberron, especially as far as Riedra goes. Finding a clear enough region to put the landmass down could cause slight trouble, short of creating a new continent in some remote region and going about it that way. Short of that, creating a new off-world via wildspace could prove to be useful. In fact, the Quori themselves might be right at home in the Spelljammer setting.

Tsoreva

These stealth operators and secretive operatives of the Quori rely in quick wit and subterfuge. However, their psychic blade manifestations can cut down foes.

Medium aberration, lawful evil

Armor Class 16 (natural armor)

Hit Points 99 (14d8 + 28)

Speed 40 ft., climb 20ft.

STR 14 (+2) DEX 17 (+3) CON 14 (+2) INT 15 (+2) WIS 19 (+4) CHA 16 (+3)

Saving Throws Intelligence +8, Wisdom +7, Charisma +6

Skills Deception +6, Perception +10, Stealth +9

Damage Resistances. acid, cold; bludgeoning, piercing, slashing damage from non-magical weapons

Damage Immunities. psychic

Condition Immunities. charmed, frightened

Senses darkvision 120 ft. (see in magical darkness), passive Perception 20

Languages Deep Speech, Quori, Common, Telepathy 100 ft.

Challenge 6 (2,300 XP)

Dream Invader. Once per short rest, the tsorevamay invade the dreams of a resting subject, as long as the dreaming subject’s mind is currently connected to the Plane of Dreams. This otherwise functions like the Dream spell, using Wisdom as the casting stat (DC 15).

Magical Weapons. The tsoreva’s attacks count as magical for purposes of resistance and immunity.

Omnipresent. While currently on the plane of dreams or a related realm, the tsoreva may teleport upwards to 120 feet by using its action.

Strike Fear. Targets hit by a Mind Blade attack must succeed a (DC 15) Charisma saving throw. Upon failure, the creature is frightened while within 30 feet of the quori for the next hour. The target may make another saving throw at the end of their next turn. Upon ending the effect or succeeding a saving throw, they are immune to it for 24 hours.

ACTIONS

Multiattack. The tsoreva can make up to 2 Mind Blade attacks per round.

Mind Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.

REACTIONS

Dissolving Power (Recharge 4 – 6). As a reaction action, the tsoreva augments their Mind Blades to inflict burning acidic wounds when one of their attacks hit. This adds 18 (4d8) acid damage to that attack.

Tsucora

These Quori are the most numerous. Their stingers are capable of inflicting a lethal trauma while inducing incomprehensible nightmares in their victim.

Medium aberration, lawful evil

Armor Class 18 (natural armor)

Hit Points 120 (16d8 + 48)

Speed 50 ft., hover 30 ft.

STR 16 (+3) DEX 18 (+4) CON 16 (+3) INT 15 (+2) WIS 18 (+4) CHA 17 (+3)

Saving Throws Dexterity +7, Wisdom +7, Cha +9

Skills Perception +10, Insight +10

Damage Resistances. acid, cold; bludgeoning, piercing, slashing damage from non-magical weapons

Damage Immunities. psychic

Condition Immunities. charmed, frightened

Senses darkvision 120 ft. (see in magical darkness), passive Perception 20

Languages Deep Speech, Quori, Common, Telepathy 100 ft.

Challenge 8 (3,900 XP)

Dream Invader. Once per short rest, the tsucora may invade the dreams of a resting subject, as long as the dreaming subject’s mind is currently connected to the Plane of Dreams. This otherwise functions like the Dream spell, using Wisdom as the casting stat.

Magical Resistance. The tsucora has advantage on saving throws against spells and magical effects.

Magical Weapons. The tsucora’s attacks count as magical for purposes of resistance and immunity.

Omnipresent. While currently on the plane of dreams or a related realm, the tsucora may teleport upwards to 120 feet by using its action.

Terror Sting. When a creature is hit with a Stinger attack, it must make a Wisdom saving throw (DC 15) or face horrid hallucinations. The target otherwise suffers the effects of a Phantasmal Killer spell (PHB P. 265). These effects don’t stack and the target of the effect may make a new saving throw at the end of their turn.

ACTIONS

Multiattack. The tsucora can may attack up to two times per round.

Pincers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Hashalaq

The keepers of eldritch lore for the quori race. They are researchers and archivists, sampling whatever lore they can take from wandering minds and victims of possession. They often disguise themselves in inconspicuous forms.

Medium aberration, lawful evil

Armor Class 17 (natural armor)

Hit Points 130 (20d8 + 40)

Speed 40 ft., fly 40 ft.

STR 14 (+2) DEX 15 (+2) CON 14 (+2) INT 19 (+4) WIS 17 (+3) CHA 18 (+4)

Saving Throws Int +8, Wis +7, Cha +8

Skills Arcana +12, Insight +7, Perception +7

Damage Resistances. acid, cold, lightning; bludgeoning, piercing, slashing damage from non-magical weapons

Damage Immunities. psychic

Condition Immunities. charmed, frightened

Senses darkvision 120 ft. (see in magical darkness), Passive perception 17

Languages Deep Speech, Quori, Common, Telepathy 100 ft.

Challenge 10 (5,900 XP)

Improved Dream Invader. Once per short rest, the hashalaq may invade the dreams of a resting subject, as long as the dreaming subject’s mind is currently connected to the Plane of Dreams. This otherwise functions like the Dream spell, using Intelligence as the casting stat. Victims who are affected by the hashalaq in this manner awaken from their rest with 1 level of exhaustion as well.

Magical Resistance. The hashalaq has advantage on saving throws against spells and magical effects.

Magical Weapons. The hashalaq’s attacks count as magical for purposes of resistance and immunity.

Omnipresent. While currently on the plane of dreams or a related realm, the hashalaq may teleport upwards to 120 feet by using its action.

Changing Face. When a creature that can see the hashalaq comes within 60 feet of it, the creature must make a (DC 16) Wisdom saving throw. Upon failure, they are tricked into thinking the quori is a friend or loved one. If the target ever succeeds its save, or saves at the end of its next turn, this effect cannot target them for 24 hours.

ACTIONS

Multiattack. The hashalaq can make up to two attacks per round.

Idyllic Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. The target must also make a (DC 16) Wisdom saving throw or become incapacitated for up to 1 minute or until they succeed a new saving throw at the end of their turn.

Mental Thrust. Ranged Spell Attack: +9 to hit, range 60 ft./120 ft. Hit: 14 (3d6+4) psychic damage.

REACTIONS

Empathic Feedback. The quori may retaliate against anyone fool enough to fight it. As a reaction, it may inflict 13 (3d8) psychic damage on an attacker that hits within 30 feet of it. However, if the Quori is targeted by a mind-affected spell or some sort, it may use a reaction to instead use it against that foe.

Dream Master

Vicious and cruel commanders of the Quori. They can rapidly dig into a victim’s mind, extracting whatever they need in an instant. While not tricking mortals, it will oversee projects both in Dal’Quor and on other planes.

Large aberration, lawful evil

Armor Class 18 (natural armor)

Hit Points 156 (16d10 + 64)

Speed 40 ft., fly 40 ft.

STR 16 (+3) DEX 18 (+4) CON 18 (+4) INT 22 (+6) WIS 18 (+4) CHA 18 (+4)

Saving Throws Int +10, Wis +8, Cha +8

Skills Deception +12, Perception +12

Damage Resistances. acid, cold, lightning; bludgeoning, piercing, slashing damage from non-magical weapons

Damage Immunities. psychic

Condition Immunities. charmed, frightened

Senses darkvision 120 ft. (see in magical darkness), Passive perception 22

Languages Deep Speech, Quori, Common, Telepathy 100 ft.

Challenge 12 (8,400 XP)

Improved Dream Invader. Once per short rest, the dream master may invade the dreams of a resting subject, as long as the dreaming subject’s mind is currently connected to the Plane of Dreams. This otherwise functions like the Dream spell, using Intelligence as the casting stat. Victims who are affected by the dream master in this manner awaken from their rest with 1 level of exhaustion as well.

Magical Resistance. The dream master has advantage on saving throws against spells and magical effects.

Magical Weapons. The dream master’s attacks count as magical for purposes of resistance and immunity.

Omnipresent. While currently on the plane of dreams or a related realm, the dream master may teleport upwards to 120 feet by using its action.

Detect Hostility. The dream master can never be surprised. Furthermore, it gains advantage on initiative rolls.

ACTIONS

Multiattack. The dream master can make up to two attacks per round.

Dream Shock Pincers. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. The target must also make a (DC 20) Wisdom saving throw or become incapacitated for up to 1 minute or until they succeed a new saving throw at the end of their turn.

Greater Mental Thrust. Ranged Magic Attack: +10 to hit, range 60 ft./120 ft. Hit: 15 (2d10+4) psychic damage plus 5 (2d4) force damage.

Du’ulora

The Quori spirits of rage and hate. While others prefer a more subtle approach, the du’ulora are prefer a relentless barrage of attacks. When they try to control a host, they often urge the most aggressive traits out of them as well.

Large aberration, lawful evil

Armor Class 18 (natural armor)

Hit Points 152 (16d10 + 64)

Speed 30 ft., 60 ft. fly

STR 22 (+6) DEX 14 (+2) CON 18 (+4) INT 16 (+3) WIS 18 (+4) CHA 15 (+2)

Saving Throws. Dexterity +10, Intelligence +7, Charisma +10

Skills. Athletics +10, Acrobatics +10, Intimidate +10

Damage Resistances. acid, cold, lightning; bludgeoning, piercing, slashing damage from non-magical weapons

Damage Immunities. fire, psychic

Condition Immunities. charmed, frightened

Senses darkvision 120 ft. (see in magical darkness), Passive perception 25

Languages Deep Speech, Quori, Common, Telepathy 100 ft.

Challenge 11 (7,200 XP)

Dream Invader. Once per short rest, the du’ulora may invade the dreams of a resting subject, as long as the dreaming subject’s mind is currently connected to the Plane of Dreams. This otherwise functions like the Dream spell, using Wisdom as the casting stat.

Magical Resistance. The du’ulora has advantage on saving throws against spells and magical effects.

Magical Weapons. The du’ulora’s attacks count as magical for purposes of resistance and immunity.

Omnipresent. While currently on the plane of dreams or a related realm, the quori may teleport upwards to 120 feet by using its action.

Aura of Fury. This quori manifests an aura of pure fury. Any creature that enters within or starts their turn within 30 ft. of the creature must make a (DC 18) Wisdom saving throw. Upon failure, the creature must attack the nearest target other than a Quori. This effect lasts until the end of their next round, or until they are affected again.

Burning Hate. While grappled by the du’ulora, the victim must make a (DC 18) Constitution saving throw at the start of their turn or take 10 (3d6) fire damage once per round. Success results in taking half damage.

ACTIONS

Multiattack. The du’ulora can make up to 2 attacks with Burning Slam.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 5 (1d10) fire damage. Alternatively, the quori can to grapple the target instead of them taking damage.

Kalaraq

The movers and shakers of the plane of dreams. These horrid leaders oversee all that their kind has to offer, or take rather. They amass legions to storm the minds of many. Should they appear upon the Material Plane, it is likely the end of days.

Large aberration, lawful evil

Armor Class 20 (natural armor)

Hit Points 294 (31d10 + 124)

Speed 40 ft., 80 ft. fly

STR 20 (+5) DEX 18 (+4) CON 19 (+4) INT 23 (+6) WIS 18 (+4) CHA 19 (+4)

Saving Throws. Dexterity +10, Wisdom +10, Charisma +10

Skills. Deception +10, Perception +16, Stealth +10

Damage Resistances. acid, cold, lightning

Condition Immunities. fear, charm, sleep

Damage Immunity. bludgeoning, piercing, slashing damage from non-magical weapons

Senses darkvision 120 ft. (see in magical darkness), Passive perception 26

Languages Deep Speech, Quori, Common, Telepathy 100 ft.

Challenge 19 (22,000 XP)

Greater Dream Invader. Once per short rest, the Quori may invade the dreams of a resting subject, as long as the dreaming subject’s mind is currently connected to the Plane of Dreams. This otherwise functions like the Dream spell, using Intelligence as the casting stat. Victims who are affected by the kalaraq in this manner awaken from their rest with 2 level of exhaustion as well.

Magical Resistance. The kalaraq has advantage on saving throws against spells and magical effects.

Magical Weapons. The kalaraq’s attacks count as magical for purposes of resistance and immunity.

Omnipresent. While currently on the plane of dreams or a related realm, the quori may teleport upwards to 120 feet by using its action.

Soul Rending (Recharge 5 or 6). When a creature is hit by either a Ghostly Touch or Swarming Slam attack, they must make a (DC 20) Wisdom saving throw. Upon failure, they suffer the effects of the Confusion spell for up to 1 minute or until they succeed a save at the start of their turn.

Spying Eye. At the cost of 1 hit die worth of hit points, the kalaraq may detach one of its eyes which can independently fly and monitor its surroundings. This acts as a scrying like effect on any creatures in the same plane as it. Upon the eye returning, it regains the hit points it lost from this ability.

ACTIONS

Multiattack. The kalaraq can make up to up to three attacks per round. They can be a combination of Ghostly Touch and Swarming Slam.

Ghostly Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) force damage plus 5 (1d10) necrotic damage.

Swarming Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.

Mental Seed. (Recharge 6). Ranged Spell Attack: +12 to hit, ranged 30 ft., one target. Hit: 36 (6d8 + 6) psychic damage. The target must also make a (DC 20) Wisdom saving throw. Upon failure, the target is charmed, as if affected by Dominate Monster. This effect lasts upwards to 8 hours, unless broken through means described in the spell (PHB P. 235). Creatures killed by this effect or while under this effect are treated like those killed while under Soul Rending.

Psychic Crash. (Recharge 6). Ranged Spell Attack: +12 to hit, ranged 60 ft., one target. Hit: 78 (12d12) psychic damage.

Psychic Disguise. The kalaraq takes the form of a creature it has killed. It retains its own stats, but may gain some of the abilities of that creature as well. Creatures killed while under the effects of Soul Rending are added to its list of disguises. The kalaraq has advantage on all checks to impersonate or act like the creature.

LEGENDARY ACTIONS

The quori can take up to 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 kalaraq regains spent legendary actions at the start of its turn.

Careful Action. The kalaraq may choose to avoid opportunity attacks until the next of its next turn.

Defensive Blur. The kalaraq may impose disadvantage on the next attack against it.

Omnipresent. While in the Plane of Dreams, the kalaraq may use one legendary action to activate this ability.

Ghostly Touch (2 Actions). The kalaraq makes Ghostly Touch attack.

Swarming Slam (2 Actions). The kalaraq makes a Swarming Slam attack.

Dreaming Drain (3 Actions). Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) psychic damage. The kalaraq gains HP equal to 1/2 of the damage dealt.

IMAGE CREDIT: The Darkness Comes… – proud pyramid

Made by Doctor Necrotic, for Doctor Necrotic Media. Eternal Darkness is property of Silicon Knights and Nintendo

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