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  1. Races

Daelkyr

Aberration

"A fragment from the rites of the Cults of the Dragon Below came back to him. They are perfect in their power. They are without flaw save those flaws they choose. Their triumph is delayed but not denied—they will hold Eberron as they held Xoriat. They are the great lords of the dark and nothing is beyond their will."

The daelkyr are extraplanar creatures who appear as preternaturally beautiful humanoids that are native to the realm of Xoriat. They are usually neutral evil.

History

The daelkyr attempted a planar invasion during the time of the Dhakaani Empire, releasing hordes of their aberrant creations into the material plane. It took an alliance between the goblinoids of the Dhakaani Empire and the Orc druids of the Gatekeepers to repel the forces of the 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 by mortals.

Description & Personality

Daelkyr are said to look like remarkably beautiful and shapely humans, but with a hint of madness in their eyes and chitinous armor covering their bodies that makes them unsettling.

They are responsible for most of the aberrations in Eberron, including Beholder, Dolgaunt, some symbiotic creatures, and many other monsters.

The daelkyr are also known by the titles of the Lords of Xoriat, the lords of madness, or the shapers of flesh. Those few daelkyr who remain in Khyber are rumored to create new terrors to this day.

Abilities

Daelkyr can assume the form of a small or medium humanoid. This process may not be conscious on the part of the daelkyr, and their appearance may reflect the person viewing them interpreting their form in a sensible manner.

Their thought processes are alien, and any creature that attempts to read their mind is temporarily driven mad as per the confusion spell.

A daelkyr's presence in a region can change babies in the womb into daelkyr half-bloods, aberrations born to humanoid mothers with some of the madness of the daelkyr and that carry a symbiont from birth.