Eberron Rising From the Last War

(Nancy Kaufman) #1

286


succeeds on this saving throw can't be affected by this
regional effect again for 24 hours.
If Belashyrra dies, these effects fade over the course of
ldlO days.

MADNESS OF BELASHYRR.A'.
If a creature goes mad in Belashyrra's lair or while
it can see the daelkyr, it gains a form of indefinite
madness. Roll on the Madness of Belashyrra 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.

Belashyrra

Medium aberration, chaotic evil

Armor Class 19 (natural armor)
Hit Points 304 (32d8 + 16 0)
Speed 40 ft., fly 40 ft. (hover)

STR
24 (+7)

DEX
21 (+5)

CON
20 {+5)

INT
25 {+7)

Saving Throws Int + 14, Wis + 13, Cha+ 13
Skills Arcana +14, Perception +1 3
Damage Resistances poison, psychic

WIS
22 (+6)

Condition Immunities blinded, charmed, exhaustion,
frightened, poisoned, prone
Senses truesight 120 ft., passive perception 23
Languages Deep Speech, telepathy 120 ft.
Challenge 22 (41,000 XP)

CHA
23 (+6)

Alien Mind. If a creature tries to read Belashyrra's thoughts or
deals psychic damage to it, that creature must succeed on a
DC 22 Intelligence saving throw or be stunned for l 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.
Eye Thief Belashyrra can see through the eyes of all creatures
within 120 feet ofit. It can use its Eye Ray through any creature
within 120 feet of it, as though it were in that creature's space.

Legendary Resistance (3/Day). If Belashyrra fails a saving
throw, it can choose to succeed instead.

Magic Resistance. Belashyrra has advantage on saving throws
against spells and other magical effects.
Regeneration. Belashyrra regains 20 hit points at the start of
its turn. If it takes radiant damage, this trait doesn't function at
the start of its next turn. Belashyrra dies only if it starts its turn
with 0 hit points and doesn't regenerate.
Teleport. As a bonus action, Belashyrra can teleport up to 30
feet to an unoccupied space it can see.

ACTIONS
Multiattack. Belashyrra makes two attacks with its claws and
uses its Eye Ray once.

Claw. Melee Weapon Attack:+ 14 to hit, reach 5 ft., one target.
Hit: 17 (3d6 + 7) slashing damage.

CHAPTER 6 I FRIENDS AND FOES

MADNESS OF BELASHYRRA
d6 Flaw (lasts until cured)
"I constantly see shapes moving in the shadows."
2 "I perceive certain types of people-vocations or en-
tire societies-as hideous monsters."
3 "Someone is watching everything I do."
4 "When I close my eyes, I see my past misdeeds."
5 "I don't trust my sight. I have no idea what's real and
what's a hallucination."
6 "Something watches the world through my eyes. To
thwart them, I keep my eyes closed or covered."

Eye Ray. Belashyrra shoots one of the following magical eye
rays of its choice, targeting one creature it can see within 120
feet of it:


  1. Psyche-Reconstruction Ray. The target must make a DC 22
    Wisdom saving throw, taking 49 (9dl0) psychic damage on
    a failed save, or half as much damage on a successful one.
    If this damage reduces a creature to 0 hit points, it dies and
    transforms into a spectator (see its entry in the Monster
    Manual) under Belashyrra's control and acts immediately
    after Belashyrra in the initiative order. The target can't be re­
    turned to its original form by any means short of a wish spell.

  2. Domination Ray. The target must succeed on a DC 22 Wis­
    dom saving throw or be charmed by Belashyrra for l min­
    ute or until the target takes damage. Belashyrra can issue
    telepathic commands to the charmed creature (no action
    required), which it does its best to obey.

  3. Mind-Weakening Ray. The target must succeed on a DC 22
    Intelligence saving throw or take 36 (8d8) psychic damage
    and be unable to cast spells or activate magic items for l
    minute. The target can repeat the saving throw at the end of
    each of its turns, ending the effect on itself on a success.

  4. Blinding Ray. The target and each creature within 10 feet of it
    must succeed on a DC 22 Constitution saving throw or take
    19 (3d12) radiant damage and be blinded for 1 minute. Until
    this blindness ends, Belyshyrra can see through the blinded
    creature's eyes. The blinded creature can repeat the saving
    throw at the end of each of its turns, ending the effect on
    itself on a success.


LEGENDARY ACTIONS
Belashyrra can take 3 legendary actions, choosing from the op­
tions below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. Belashyrra
regains spent legendary actions at the start of its turn.
Claw. Belashyrra makes one claw attack.
Implant Fear (Costs 2 Actions). Belashyrra targets a creature it
can see within 60 feet of it. The target must succeed on a DC
22 Wisdom saving throw or take 22 {4d 10 ) psychic damage
and immediately use its reaction, if available, to move as far
as its speed allows away from Belashyrra.
Rend Reality (Costs 3 Actions). Belashyrra rips at the bonds
of reality in its immediate area. Each creature within 10 feet
of Belashyrra must succeed on a DC 22 Constitution saving
throw or take 19 (3d12) force damage and gain one level of
exhaustion.
Free download pdf