| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 25 | +7 | +7 |
| CON | 21 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 24 | +7 | +14 |
| WIS | 22 | +6 | +13 |
| CHA | 25 | +7 | +14 |
Alien Mind. If a creature tries to read Valaara’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/day). If Valaara fails a saving throw, it can choose to succeed instead.
Magic Resistance. Valaara has advantage on saving throws against spells and other magical effects.
Regeneration. Valaara regains 20 hit points at the start of its turn. If Valaara takes radiant damage, this trait doesn't function at the start of Valaara’s next turn. Valaara dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. Valaara makes two attacks with its chitin our claw or chitinous spine, and can use its Summon Swarm once.
Chitinous Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) [slashing] damage.
Chitinous Spine. Ranged Weapon Attack: +14 to hit, reach 30 ft., range 60/180 ft., one target. Hit: 17 (3d6 + 7) [slashing] damage.
Summon Swarms. Valaara summons a swarm of insects and arachnids that cover a 10-foot-radius sphere at a point of its choosing within 120 feet, afflicting all creatures in the area with one of the following effects (roll a d6 or choose one), to which Valaara is immune:
- Stinging Wasps. Each creature must make a DC 22 Constitution saving throw. On a failed save, a creature takes 32 (5d12) piercing damage and has disadvantage on attack rolls until the end of its next turn. On a successful save, a creature takes half as much damage and doesn’t have disadvantage on attack rolls.
- Spinning Spiders. Each creature must succeed on a DC 22 Dexterity saving throw or take 27 (6d8) bludgeoning damage and be restrained for 1 minute as it is squeezed by the webbing. A restrained creature can escape with a successful DC 22 Strength (Athletics) check as an action.
- Venomous Centipedes. Each creature must make a DC 22 Constitution saving throw. On a failed save, a creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage, but is still poisoned.
- Infesting Grubs. Each creature must succeed on a DC 22 Dexterity saving throw or be infested by 4 (1d4+2) rot grubs. At the start of each of an infected creature’s turns, it takes 1d6 piercing damage per rot grub investing it. Applying fire to the bite wound before the end of the creature’s next turn deals 1 fire damage to the creature and kills these rot grubs, ending the effect. After this time, these rot grubs a too far under the skin to be burned. If the target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target, ending the effect.
- Discordant Cicadas. Each creature must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. While a creature is frightened in this way, it is incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the spell effect ends for it, the creature has advantage against future saves against this swarm for the next 24 hours.
- Psychoactive Beetles. Each creature must succeed on a DC 22 Intelligence saving throw or take 33 (6d10) psychic damage as it suffers from intense hallucination.
Teleport. As a Bonus Action, Valaara can teleport up to 30 feet to an unoccupied space it can see.
Valaara can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Valaara regains spent legendary actions at the start of its turn.
Throw Spine. Valaara makes one chitinous spine attack.
Synthesize Worm (Costs 2 Actions). Valaara fuses the swarms under its command, forming a carrion crawler (see its entry in the monster manual) in an unoccupied space of Valaara’s choosing within 90 feet of it. The carrion crawler is under Valaara’s control and acts immediately after Valaara in the initiative order.
Imaginary Crawlers. Valaara touches the mind of mortals, implanting a suggestion that her creatures have burrowed under their skin. One target of Valaara’s choice within 60 feet that she can see must succeed on a DC 22 Wisdom saving throw or take 22 (4d10) psychic damage and immediately loose concentration on any spell it is concentrating on.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
*Note that this is a creature found in Keith Baker’s sourcebook Exploring Eberron
Lair and Lair Actions
Like other daelkyr, Valaara is bound within a demiplane in Khyber. However, Valaara has bred burrowing worms that chew through the fabric of reality, carving a web of passages between her Deepest Hive and the world above. An organization that discovers the upper layers of these tunnels could use them to move swiftly across the world, entering a tunnel in the Lhazaar Principalities, traveling 5 miles, and emerging in Sarlona or the Elden Reaches. Smugglers or explorers might make use of this wonder, never knowing what lies in the deeper tunnels - until Valaara’s minions seize them, or until they are consumed by the psychic influence of the Crawling Queen. While tunnels to the Deepest Hive can appear anywhere that suits the story, they are less permanent than ties between Eberron and the realms of many other daelkyr. A tunnel to the Deepest Hive can appear wherever it suits the needs of the story, but it’s also possible to collapse a passage and break a connection.
The upper tunnels of Valaara’s realm are usually formed of fused glass-like material, then as explorers delve deeper, they find the walls formed of chitin and muscle, with insects swarming across every surface. One might discover pulsing cocoons, nests of slumbering purple worms, or chambers lined with thousands of glowing eggs. And in the heart is the Deepest Hive itself, where Valaara weaves its webs and conducts its sinister experiments.
Lair Actions. While within its lair, Valaara can invoke the ambient magic to take lair actions. On initiative count 20 (loosing initiative ties), Valaara can take a lair action to cause one of the following effects; it can’t same lair action two rounds in a row:
- Valaara chooses one target and uses its Summon Swarm ability against it.
- Valaara subsumes creatures into its hive consciousnesses. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Valaara’s choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- a 50-foot-radius area of ground within 120 feet of Valaara becomes swarmed by fear moths until initiative count 20 on the round after next. During that time, each creature that starts or ends its turn in the area must make a DC 22 Charisma saving throw. On a failed save, any immunity to or advantage against fear is negated and it has disadvantage on saves against fear for 1 minute.
Regional Effects. Tunnels to the Deepest Hive can appear anywhere. A region containing a passage to the Deepest Hive can be warped in one or more of these ways.
- Insect and arachnid presence increases dramatically within 5 miles of the passage, and insects display unnatural swarming behaviour.
- Beasts that live within a mile of the passage may undergo physical transformation, developing insect characteristics such as compound eyes, extra limbs, chitinous plating, and hive behaviour.
- If a humanoid creature spends at least 1 hour within 1 mile of the passage, it must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see Madness of Valaara below). A creature that succeeds on this saving throw can’t be affected by that regional effect again for 24 hrs.
These regional effects build over time. If a passage has just appeared, there may be a slight increase in insect activity and the saving throw on the madness effect will be much lower. The longer the passage remains, the more notable the effects become. If Valaara dies or if the passage is destroyed, the effects fade away after 1d10 days.
Madness of Valaara. If a creature goes mad in Valaara’s lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Valaara table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master’s Guide has more information on madness.
Madness of Valaara
d6 Flaw (lasts until cured)
1. “There are worms crawling through my flesh”
2. “I hear secrets in the buzzing of insects”
3. “I am undergoing a metamorphosis into a glorious insect form”
4. “I have a psychic connection to one or more people”
5. “I must serve my hive and protect my queen”
6. “I am an insect that’s evolved into humanoid form”
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