## 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.

<img 
 src='https://is02.ezphotoshare.com/2017/09/06/sgrKI1.png' 
  style='width:325px' />
___
___
>## Daelkyr, Denizen of Xoriat
>*Medium Aberration, Neutral Evil*
>___
> - **Armor Class** 20 (Natural Armor)
> - **Hit Points.**  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
> - **Damage Resistance** Symbiont Detriments, Sleep,Frightened, Mind-Affecting, Transmutation, Poisoned
> - **Condition Immunities** Symbiont Detriments, Sleep,Frightened, Mind-Affecting, Transmutation, Poisoned
> - **Senses** Darkvision 120 ft.
> - **Languages** 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
| 1d4 | Creatures |
|:----:|:----:|
| 1 | Choker |
| 2 | Dolgrim |
| 3 | Dolgaunt |
| 4 | Dolgrue |
\page
<img 
  src='http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG35a.jpg' 
  style="width:325px; mix-blend-mode: multiply;"  />

## Choker

These vicious little predators lurk underground, grabbing whatever prey happens by. Chokers have long, boneless arms and legs, more like tentacles than anything else, and walk with a strange, long, loping gait. While no taller than halflings, they look nothing like that race otherwise, instead they are gray skinned creatures with a hairless head with no nose, dark pits for eyes, and jagged teeth. Its hands and feet have spiny pads that help the choker grip almost any surface. 

***Ceiling Stalkers.*** A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reaches down to attack lone prey. If one is very hungry, it may attack a group, but it waits to grab the last creature in line.

***Bauble Fascination.*** While not very bright, chokers are intelligent enough to understand that some things are valuable or important. Sometimes, this leads them to fixate on stealing a certain item from a person, like a brooch or shiny dagger, while other times a choker might become desirous of a fancy hat or cloak.
As such, it’s entirely possible to find chokers bedecked in odd bits of clothing or secreting away odds and ends of uncertain value.

```
```


> ##### Variant: Feywild Choker
> Feywild chokers prefer to lurk among tree branches and vines rather than dark corners, and have the following additional trait. 
> 
> ***Chameleon Hide.*** A choker is considered heavily obscured unless it is grappling a creature, or is itself grappled. 

___
> ## Choker
>*Small monstrosity, chaotic evil*
> ___
> - **Armor Class** 15 (natural armor)
> - **Hit Points** 18 (4d6 + 4)
> - **Speed** 30 ft., climb 10 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|13 (+1)|4 (-3)|13 (+1)|7 (-2)|
>___
> - **Skills** Perception +3, Stealth +6
> - **Senses** darkvision 60 ft., passive Perception 13
> - **Languages** Undercommon
> - **Challenge** 2 (450 XP)
> ___
> ***Quickness.*** The choker can  Disengage or Dash as a bonus action on each of its turns. 

> ___

> ### Actions
> ***Multiattack.*** The choker makes two Tentacle attacks, each of which it can replace with one use of Strangle.

> ***Tentacle.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (2d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target cannot breathe, speak, or cast spells with verbal components. The choker can have up to two creatures grappled at a time.

> ***Strangle.*** One creature grappled by the choker takes 5 (2d4) bludgeoning damage and is restrained until the grapple ends.

> ### Reactions

> ***Body Shield.*** If an attack targeting the choker misses by 5 or more, the choker can use its reaction to force the attack to hit a creature grappled by the choker instead. The choker can't force a creature to hit itself.

  Art Credit: Wizards of the Coast 2003
  
  Adapted from *Monster Manual (3.5)* and *Monster Vault (4e)*

5e conversion by Peter "Galemp" Oliver

Thanks to http://standbyforadventure.blogspot.com

\page
#### 5e conversion found here :

http://homebrewery.naturalcrit.com/share/HJS_x2AMe


___
> ## Dolgrim
>*small aberration, neutral evil*
> ___
> - **Armor Class** 15 (leather armor, shield)
> - **Hit Points** 7 (2d6)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|14 (+2)|10 (+0)|8 (-1)|8 (-1)|8 (-1)|
>___
> - **Skills** Stealth +4, Athletics +6, Perception +1
> - **Damage Resistances** bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't byeshk
> - **Senses** passive Perception 11
> - **Languages** Common, Undercommon, Daelkyr
> - **Challenge** 1/2 (100 XP)
> ___
> *Dual Consciousness*: A dolgrim has two brains operating its body, giving it advantage on Wisdom, Intelligence and Charisma saving throws.
>
> *Multi-limbed*: A dolgrim has two sets of arms, giving it an additional bonus that is reflected in its Athletics checks.
> ___
> ### ACTIONS
> ***Multiattack.*** A dolgrim makes two attacks, once with its spear or morningstar and once with its crossbow or once each with its spear and morningstar.
>
> ***Morningstar.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
>
> ***Spear.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage
>
> ***Crossbow.*** *Ranged Weapon Attack*: +4 to hit, range 80/320 ft., one target Hit: 5 (1d6 + 2) piercing damage.

<img src='http://i.imgur.com/VIh3hg3.png' style='width: 425px; position: absolute; bottom: 50px; left: -30px;' />

 
    
___
> ## Dolgaunt
>*medium aberration, lawful evil*
> ___
> - **Armor Class** 16 (natural)
> - **Hit Points** 44 (8d8 + 8)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|16 (+3)|12 (+1)|10 (+0)|15 (+2)|10 (+0)|
>___
> - **Skills** Acrobatics +6, Stealth +6
> - **Saving Throws** Constitution +3, Intelligence +2
> - **Damage Resistances** bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't byeshk
> - **Senses** blindight 120ft., passive Perception 10
> - **Languages** Common, Undercommon, Daelkyr
> - **Challenge** 2 (450 XP)
> ___
> *Vitality Drain*: When a creature starts its turn being grappled by a Dolgaunt, their maximum hit points drop by 4(1d4 + 2) and the Dolgaunt gains hitpoints equal to twice the number of maximum hit points lost in this way. 
>
> *Cilia Communication*: Dolgaunts can silently communicate with either other within 30 ft. This communication can be observed by a creature with blindsight.

> ___
> ### ACTIONS
> ***Multiattack.*** 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. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends.  The Dolgaunt has two tentacles, each of which can grapple one target.  If both tentacles are grappling a target, the Dolgaunt cannot make another tentacle attack.
>


<img src='http://i.imgur.com/6I3GlSK.png' style='width: 275px; position: absolute; bottom: 0; right; 0;' />

\page

___
___	
> ## Dolgrue
>*Large aberration (daelkyr), chaotic evil*
> ___
> - **Armor Class** 16 (hide armor, natural)
> - **Hit Points**  72 (12d8 + 12)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|14 (+2)|13 (+1)|5 (-3)|12 (+1)|9 (-1)|
>___
> - **Skills** Stealth +6, Survival +3
> - **Damage Immunity** Psychic damage
> - **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.

<img src='https://is05.ezphotoshare.com/2017/09/06/sgpbve.png' style='width: 725px; position:absolute; bottom:30px'  />