Eberron Rising From the Last War

(Nancy Kaufman) #1
BELASHYRRA
Belashyrra is the Lord of Eyes, also known to its cultists
as the All-Seer or the Glorious Eye. Stories told of Be­
lashyrra in the Shadow Marches whisper that the Lord
of Eyes can see every evil deed a person commits, and
that those touched by this daelkyr suffer terrible halluci­
nations that inevitably drive them to violence or death.
Dreadful Visions. The madness of Belashyrra is tied
to sight: images that can't be unseen, horrific hallucina­
tions, the fear of blindness and of being watched-or re­
alizing that something else is using your eyes. Belashy­
rra can force its victims to question whether what they
perceive is real, or can fill their world with such terrors
that they willingly blind themselves to escape.
Belashyrra sees mortals as raw materials to be ex­
ploited or insects to be exterminated. However, the Lord
of Eyes has been known to take an interest in specific
mortals. Belashyrra's warlocks serve as its envoys in the
world and are often directed to seek out creatures and
sites that the daelkyr wishes to see through their eyes.
Belashyrra's Cults. The Lord of Eyes has followers
across Khorvaire, and its cults are typically driven by
mad visions. Devoted cultists can grow eyes in unusual
locations, and might have darkvision or other supernat­
ural abilities when they view the world through those
eyes. Beholderkin often advise or lead Belashyrra's
cults, and cultists typically treat these aberrations as
divine beings.

BELASHYRRAS LAIR
Belashyrra makes its lair in the Citadel of Lidless Eyes
deep in Khyber, a site that appears to have been molded
from molten stone, chitin, and flesh. Across its warped
and liquid expanses, thousands of eyes of every size and
shape peer into the endless darkness. Beholders, dol­
grims, and stranger aberrations dwell within the halls
of the citadel, which is one of the few places where such
creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and
agents, while others spend their lives in deep medita­
tion, pursuing inner visions known only to the Lord of
Eyes. It's rumored that anyone who sits on the citadel's
throne can see through the eyes of any sentient creature
on Eberron or in Khyber. If encountered in its lair, Be­
lashyrra has a challenge rating of 23 (50,000 XP).
Lair Actions. While within the Citadel of Lidless
Eyes, Belashyrra can invoke the ambient magic to take
lair actions. On initiative count 20 (losing initiative
ties), Belashyrra can take a lair action to cause one of
the following effects; it can't use the same effect two
rounds in a row:



  • An eye opens on a solid surface within 60 fe et of Be­
    lashyrra. One random eye ray of Belashyrra's shoots
    from that eye at a target of Belashyrra's choice that it
    can see. The eye then closes and disappears.

  • Belashyrra creates a wave of madness. Each creature
    it can see within its lair must succeed on a DC 22 Wis­
    dom 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 Belashyrra'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.
Belashyrra taps into the eyesight of creatures in its
lair and alters their perception. Each creature of
Belashyrra's choice in the lair must make a DC 22
Wisdom saving throw. On a failure, the affected crea­
ture perceives objects and creatures a short distance
from their actual locations, imposing disadvantage on
the creature's attack rolls against those targets. An
affected 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 effect ends for it, the creature is immune to this
lair action for the next 24 hours.
Regional Effects. Belashyrra's lair is known to touch
remote areas of the Shadow Marches and caverns
below Xen'drik. A region containing a passage to Belas­
hyrra's lair is warped by its magic, which creates one or
more of the following effects:


  • Creatures within 1 mile of the passage sometimes feel
    as if they're being watched.
    Beasts that live within 5 miles of the passage undergo
    magical transmutation", growing eyes or eyestalks that
    Belashyrra can see through.
    A humanoid who spends at least 1 hour within 1 mile
    of the passage must succeed on a DC 21 Wisdom
    saving throw or descend into a type of madness (see
    "Madness of Belashyrra" below). A creature that


CHAPTER 6 I FRIENDS AND FOES
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