Homebrew Daelkyr Creation Species Details

In the dead of night, agents of the daelkyr sneak into the towns and villages of the continent and steal away their unprotected––travelers and vagabonds and foolhardy young folks who walk the wilds alone. These poor souls are the subject of horrific tests and procedures to push the limits of the living form, creating monstrosities unlike the world of Eberron has ever seen. They are daelkyr creations: the twisted children of two worlds, tainted by one and rejected by the other.

Twisted Flesh

As the result of arcane experimentation, there is no singular appearance for daelkyr creations. Some have taken on chitinous plates or appendages, resembling those of an insect; others are more aquatic in nature, with rubbery flesh and a mucous coating.

However, as a rule of thumb, most horrors are modeled after a particular aberration, combining the traits of that aberration with the creature’s former race. An elf modelled after a mind flayer might have a purple coloration and hair like illithid tendrils. Similarly, an orc modelled after a beholder might have an orc’s stature and arrangement of limbs but a single, horrifying eye that dominates the front of its face. When making a daelkyr creation, choose an aberration and consider how their anatomy might be reflected on your humanoid body.

Exiles of Eberron

Daelkyr experiments are often sent back to Eberron to plant the seed of chaos and discord in the name of Xoriat. Those who embrace their creators’ agenda might lean into this role, becoming killers and plagues on Eberron society, living violent lives with equally violent ends. That said, those who reject the doctrines of the daelkyr don’t live easier lives. Most of Eberron’s inhabitants reject the daelkyr creations as monsters, leaving good-hearted horrors to wander the world in search of a sense of belonging. Most horrors can only find work as adventurers and sellswords, where their unsettling visage has less of an impact on their lives.

Daelkyr Creation Names

If a daelkyr creation can remember the tatters of its past life, it might keep its original name. However, most horrors are driven beyond the edge of madness, and lose all sense of their former identity in the face of the dark things they’ve experienced. These horrors are sometimes given names by their daelkyr creators––nonsensical combinations of sounds that resemble the utterings of Deep Speech.

Daelkyr Names: Amorrn, Belaam, Bornix, Laeryn, Murlaax, Nuvarrot, Nyshhir, Palamyr, Raaulth, Taamor, Trulzin, Xurius, Zvaal

Daelkyr Creation Traits

Your daelkyr creation character has the following racial traits.

Ability Score Increase

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Age

Daelkyr creations typically live only half as long as other members of their former race, as their unsustainable forms fight against their own design.

Alignment

Horrors are programmed to be creatures of chaotic evil. However, this programming is in constant conflict with the subject’s original ideals, leaving the horror stranded somewhere in the middle.

Creature Type

You are an Aberration.

Darkvision

Your eyes are designed for the dark terrains of Khyber. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.

Size

These creatures are extremely variable depending on the creature’s former race. You are Medium or Small. You choose the size when you select this race.

Speed

You have a base walking speed of 30 feet.

Languages

You can speak, read, and write Common, Deep Speech, and one language of your choice. This language should be that of your former race.

Subraces

Daelkyr creations are divided into rough groups depending on the type of aberration that conducted or inspired the experiment. Choose one of the subrace options below.

Illithid-Type, Beholder-Type, Basilisk-Type, Cloaker-Type, or Ooze-Type.

Previous Versions

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