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  Spawn of Xoriat 
  A Dozen Mad Monsters from Eberron for Fifth Edition 
  CREDITS 
  Designer: Rick Kittenhugs 
  Last updated August 17, 2018 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
  Realms, the dragon ampersand, and all other Wizards of the 
  Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other 
  countries.   
   
  Not for resale. Permission granted to print or photocopy this 
  document for personal use only. 
   
  Find more homebrew at patreon.com/thekittenhugs. 
   
  
   
   
   
   
        
  SPAWN OF XORIAT 
   
  1 
  Spawn of Xoriat 
  In Mordenkainen’s Tome of Foes, several enemies are 
  introduced, the grue, the hulk, and the seer among them. 
  These “star spawn” are harbingers of eldritch doom, the 
  precursors to forces of such power that any world they 
  visit is shaken to its core. 
  In Eberron, an ancient goblinoid empire met such 
  forces. Thousands of years ago, the daelkyr of Xoriat 
  invaded Khorvaire and beyond, bringing with them a wave 
  of maddened creatures. Among them are the star spawn of 
  Tome of Foes, but in their wake these fleshwarpers left 
  other strange creatures found far and wide, from the far 
  reaches of the Shadow Marches to the deep shadows of 
  Sharn. 
  This document contains information and statistics for 
  such creatures. The Monster Manual contains information 
  on how to read these statistics. The monsters in this 
  document are derived from several sources, including the 
  Eberron Campaign Setting, Eberron Campaign Guide, and 
  Dragon Magazine issue #348.  
  Even if you’re not running a game set in Eberron, the 
  monsters presented here can easily be used alongside 
  other star spawn when Elder Evils threaten a world. Half-
  undead dolghasts could arise from cults of Atropus, the 
  World Born Dead; the worms of Kyuss could create 
  dolgaunts to spread their corruption. What madness these 
  creatures represent is up to you. 
  Fighting the Madness 
  Heroes and armies have fought off the star spawn and 
  their lords for thousands of years. On Eberron, this was 
  made possible through the use of byeshk. This purple 
  metal is most often used in jewelry and is found in the 
  Byeshk and Graywall Mountains of modern-day Droaam. 
  The goblinoid soldiers of Dhakaan found it had unusual 
  effects against the creatures of Xoriat, like pouring salt on 
  a slug, and it could be forged like iron into weapons of 
  war. The mining and smithing of byshek spread 
  throughout the empire and drove the daelkyr back with 
  the help of the Gatekeeper druids. To this day, byeshk 
  smithing remains a time-honored tradition of Khorvaire’s 
  goblinkin. 
  Melee weapons and ammunition made of or coated in 
  byeshk are especially effective against aberrations. Attacks 
  with these weapons or pieces of ammunition are 
  considered magical for the purpose of overcoming the 
  damage resistances and immunities of aberrations. 
  Furthermore, these weapons and pieces of ammunition 
  grant a +1 bonus on damage rolls against aberrations. 
  There is no tangible benefit to making or coating armor or 
  shields with byeshk. 
  The byeshk version of a melee weapon or of ten pieces 
  of ammunition costs 250 gp more than the normal version, 
  whether the weapon or ammunition is made of the metal 
  or coated with it.  
  The Lords of Madness 
  The daelkyr hail from Xoriat, the Realm of Madness. This 
  vortex of psionic chaos is filled with terrors much greater 
  than them, but the daelkyr are the only ones interested 
  enough in Eberron to set foot on it. Armed with living 
  weapons and followed by mind flayers, beholders, star 
  spawn, and other aberrations of great power, the daelkyr 
  set about shaping Eberron in their own image: deranged, 
  mutated, and containing works of “art” that no sane mind 
  could appreciate. 
  Though dozens of their kind fought against the 
  Dhakaani Empire, it is thought that only a fell few remain, 
  trapped within the depths of Khyber and unable—or 
  unwilling—to return to Xoriat. Six are known, to those 
  who are in the know. Belashyrra, the Lord of Eyes, sits 
  within his Citadel of Lidless Eyes beneath eastern 
  Xen’drik; Dyrrn the Corruptor, mightiest of the Daelkyr, 
  lies trapped beneath the Eldeen Reaches, where his 
  presence corrupts and spreads; Kyzrin, Prince of Slime 
  and Ooze, seeps from beneath the Shadow Marches. The 
  others are spread throughout Eberron, each the lord of 
  something terrible. 
  Daelkyr can easily choose their physical forms. To the 
  mortal eye, they often appear as strong humans, clad in 
  gray chitin that pulsates and quivers. They surround 
  themselves with their creations, be it star spawn or 
  elsewise. They are worshiped by many cults of the Dragon 
  Below and bestow powerful mutation to their followers. 
  There is no rhyme nor reason to whom they bestow these 
  gifts, but any who receive such blessings are sure to gain 
  social power alongside their newfound abilities. 
  The statistics presented on the following page could be 
  used for any one of the daelkyr. Each of them is bound to 
  have powerful lair actions besides, and each may have 
  abilities beyond what can be presented in a stat block. The 
  daelkyr are demigods, artisans and warlords, creators and 
  destroyers. Their wants are unknowable, and their very 
  presence can drive one mad. 
   
   
  
   
   
   
    
   
        
   
   
   
      SPAWN OF XORIAT  
   
  2 
   
   
   
  DAELKYR 
  Medium aberration, neutral evil 
   
  Armor Class 20 (natural armor) 
  Hit Points 300 (24d8 + 192) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  21 (+5) 
  26 (+8) 
  25 (+7) 
  22 (+6) 
  25 (+7) 
   
  Saving Throws Wis +13, Cha +14 
  Skills Arcana +14, Deception +14, Intimidation +14, 
  Perception +13, Stealth +12 
  Damage Immunities bludgeoning, piercing, and 
  slashing damage from nonmagical attacks; poison, 
  psychic 
  Condition Immunities charmed, frightened, poisoned, 
  blinded 
  Senses darkvision 60 ft., truesight 30 ft., passive 
  Perception 23 
  Languages All 
  Challenge 23 (50,000 XP) 
   
  Alien Mind. If a creature tries to read the daelkyr's 
  thoughts or subject it to the charmed or frightened 
  condition, it takes 13 (3d8) psychic damage and is 
  stunned until the end of its next turn. 
   
  Aura of Madness. A creature that starts its turn within 
  20 feet of the daelkyr must make a DC 22 Wisdom 
  saving throw. On a failed save, the creature is affected 
  by the effects of a confusion spell until the start of its 
  next turn. On a successful save against this aura, a 
  creature is immune to the daelkyr's Aura of Madness 
  for 24 hours. 
  Innate Spellcasting. The daelkyr's innate spellcasting 
  ability is Charisma (spell save DC 22, +14 to hit with 
  spell attacks). It can innately cast the following spells, 
  requiring no material components: 
   
  At will: polymorph (into beasts or aberrations), 
  confusion, dimension door, feeblemind, haste, slow 
  3/day each: flesh to stone, true polymorph (into 
  aberrations only) 
   
  Legendary Resistance (3/day). If the daelkyr fails a 
  saving throw, it can choose to succeed instead. 
   
  Magic Resistance. The daelkyr has advantage on 
  saving throws against spells and other magical effects. 
   
  Regeneration. The daelkyr regains 15 hit points at the 
  start of its turn. If the daelkyr takes radiant damage, 
  this trait doesn’t function at the start of the daelkyr’s 
  next turn. The daelkyr dies only if it starts its turn with 
  0 hit points and doesn’t regenerate. 
   
  ACTIONS 
  Multiattack. The daelkyr makes four tentacle whip 
  attacks. One of these can be replaced by a corrupting 
  touch attack. 
   
  Tentacle whip. Melee Weapon Attack: +12 to hit, reach 
  15 ft., one creature. Hit: 11 (3d8 + 6) slashing damage, 
  and the target must make a DC 22 Constitution saving 
  throw. On a failed save, the creature is poisoned. A 
  poisoned creature takes 10 (3d6) poison damage at the 
  start of each of its turns. It then repeats the saving 
  throw, ending the poison on a successful save. 
   
  Corrupting Touch. Melee Weapon Attack: +12 to hit, 
  reach 5 ft., one creature. Hit: 24 (4d8 + 6) necrotic 
  damage. The creature has disadvantage on attack rolls, 
  ability checks, and saving throws until the end of the 
  daelkyr's next turn. 
  LEGENDARY ACTIONS 
  The daelkyr can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature's turn. The daelkyr regains spent 
  legendary actions at the start of its turn. 
   
  Hypnotic Gaze (Costs 2 Actions).  The daelkyr stares at 
  a creature within 60 feet of it. The creature must make 
  a DC 22 Wisdom saving throw. On a failed save, the 
  creature follows the daelkyr's verbal commands on its 
  next turn. On a successful save, the creature takes 22 
  (5d8) psychic damage. 
   
  Reality Rift (Costs 2 Actions). The daelkyr teleports to 
  an unoccupied space within 500 feet of it. Creatures 
  within 10 feet of the daelkyr when it teleports must 
  make a DC 22 Dexterity saving throw or take 22 (5d8) 
  psychic damage. 
   
  Swift Corruption. The daelkyr makes a corrupting 
  touch attack. 
   
   
  
   
   
   
   
        
  SPAWN OF XORIAT 
   
  3 
  Tools of the Daelkyr 
  The mad lords of Xoriat brought with them terrible things 
  with which to wage war and warp the mortal creatures 
  they encountered. Chief among them are symbionts, living 
  tools that adhere to a host and provide abilities in 
  exchange for sustenance; and the Husk of Infinite Worlds, 
  an eldritch machine capable of changing creatures until 
  there is little recognizable left. 
  Husk of Infinite Worlds 
  Eldritch machine, legendary 
  A husk of infinite worlds is a foreboding, 10-foot diameter 
  mass of flesh. Egg-shaped and covered in strange nodules 
  and black dots, a wet flap on one side allows passage into 
  or out of its womb-like interior. 
  With a Large or smaller creature inside, the husk can 
  be activated. It blazes to life, projecting strobing colors and 
  half-mad images on the walls surrounding it. The creature 
  inside is trapped and in terrible agony as it is thrust into 
  and out of thousands upon thousands of new realities, 
  which the husk spins into being. The path of these realities 
  can be guided by a creature with access to the husk’s 
  exterior, requiring the creature to make a DC 30 
  Intelligence (Arcana) check. A daelkyr can do so without 
  fail, requiring no check. No mortal creature has had long 
  enough access to a husk or the complete absence of moral 
  fiber required to master its use. 
  Even with successful control, only about 1% of 
  creatures placed in the husk of infinite worlds will emerge 
  and survive for more than a few seconds. Fewer still will be 
  able to breed true. There have been thousands, if not 
  millions, of individual “experiments” produced by the 
  daelkyr, and only a select few of these survive to this day. 
  Most creatures produced from a husk are considered star 
  spawn. 
  A husk is a rare and dangerous thing. If anyone vile or 
  determined enough were to gain access to one, a new wave 
  of evil could be spread across Eberron. Be it the Emerald 
  Claw or one of the Five Nations, it may be better to destroy 
  a husk than to let it fall into any mortal’s hands. 
  Symbionts 
  More common than husks are the symbionts. These living 
  creatures attach to others, giving them strange and 
  terrible abilities while using the host’s body to sustain 
  themselves. Many of them are fickle; they serve their 
  creators, the daelkyr, above all else. To the brave 
  adventurer, these magic items can be useful tools. 
  As a Dungeon Master, however, symbionts are a great 
  storytelling tool. Part magic item and part NPC, the 
  ancient knowledge a symbiont might have can influence a 
  campaign greatly. Will the symbiont mislead the party, or 
  lead them to a great victory? Does it seek to give its old 
  daelkyr masters new test subjects, or is it more interested 
  in seeing how these mortal creatures thrive in the face of 
  adversity? 
  Breed Leech 
  Wondrous item, uncommon (requires attunement) 
  This black, eyeless slug mouths the air in the direction of 
  the nearest fleshy creature. The symbiont has the 
  following properties. 
  Parasitic Equipment. You can attach the symbiont to 
  yourself by attuning to it. When you attune to it, your 
  current and maximum hit points are reduced by 5, to a 
  minimum of 1. This reduction to your maximum hit points 
  cannot be restored in any way while you are attuned to 
  this symbiont. You can spend 1 minute to detach the 
  symbiont, ending your attunement to it, and it cannot be 
  removed in any other way. 
  Bolster Body. While attuned to the breed leech, your 
  body is flooded with chemicals that strengthen your 
  resolve. You have advantage on Strength, Dexterity, and 
  Constitution saving throws. Furthermore, whenever you 
  finish a short or long rest, you gain 10 temporary hit 
  points.  
  Sentience. The breed leech is a sentient lawful evil 
  wondrous item with an Intelligence of 5, a Wisdom of 8, 
  and a Charisma of 10. It has hearing and blindsight to a 
  range of 60 feet but is blind beyond this radius. The slug 
  can understand Deep Speech and can communicate 
  telepathically with its host. 
  Personality. Breed leeches are barely more intelligent 
  than half of their namesake. It desires a host at all times 
  and will serve it willingly, so long as the host isn’t reduced 
  
   
   
   
    
   
        
   
   
   
      SPAWN OF XORIAT  
   
  4 
  to 0 hit points often. If it encounters a pregnant creature, 
  it will try to attach to it by any means possible. 
  Curse. Breed leeches have a purpose not revealed by 
  attuning to one or by using an identify spell. When a breed 
  leech attaches to a pregnant creature, its pregnancy is 
  corrupted. When the pregnancy comes to terms, the 
  resulting offspring are inevitably mutated with an evil 
  bent, sometimes becoming star spawn. A pregnant goblin 
  may have twins born as a natural dolgrim, for instance, or 
  a hobgoblin child may be born as a dolgaunt.  
  Crawling Gauntlet 
  Wondrous item, uncommon (requires attunement) 
  This forearm-length gauntlet crawls along the ground like 
  a terrible spider. The symbiont has the following 
  properties. 
  Parasitic Equipment. You can attach the symbiont to 
  one of your hands by attuning to it. When you attune to it, 
  your current and maximum hit points are reduced by 5, to 
  a minimum of 1. This reduction to your maximum hit 
  points cannot be restored in any way while you are 
  attuned to this symbiont. You can spend 1 minute to 
  detach the symbiont, ending your attunement to it, and it 
  cannot be removed in any other way. 
  Claw of the Daelkyr. While you are not holding 
  anything in your claw-wearing hand, your AC increases by 
  1 as you block and parry blows with it. You can also 
  attack with the gauntlet, which is a magic melee weapon 
  with which you are proficient. On a hit, the gauntlet deals 
  slashing damage equal to 1d6 + your Strength modifier. 
  Sentience. The crawling gauntlet is a sentient lawful 
  evil wondrous item with an Intelligence of 5, a Wisdom of 
  8, and a Charisma of 10. It has hearing and blindsight to a 
  range of 60 feet but is blind beyond this radius. The 
  gauntlet can understand Deep Speech, and it can 
  communicate telepathically with any creature that touches 
  it. 
  Personality. A daelkyr’s death is a messy thing, with 
  other horrors warping from their flesh. Many daelkyr fell 
  during the Daelkyr Wars, and it is said that crawling 
  gauntlets originated from their fallen corpses, arms that 
  tore themselves from their masters’ corpses. They are 
  bloodthirsty and enjoy being wielded in battle. So long as 
  it tastes blood regularly, a gauntlet remains fiercely loyal 
  to its wielder. 
  Living Armor 
  Armor (any), legendary (requires attunement) 
  This chitinous armor latches on to your body and won’t let 
  go. The symbiont has the following properties. 
  Parasitic Equipment. You can attach the symbiont to 
  yourself by attuning to it. When you attune to it, your 
  current and maximum hit points are reduced by 20, to a 
  minimum of 1. This reduction to your maximum hit points 
  cannot be restored in any way while you are attuned to 
  this symbiont. You can spend 1 minute to detach the 
  symbiont, ending your attunement to it, and it cannot be 
  removed in any other way. 
  Stabilize Host. When you would roll a death saving 
  throw, the living armor can stabilize you. When it does, 
  your maximum hit points are decreased by 5. If your 
  maximum hit points are 5 or fewer, the armor cannot 
  stabilize you in this way. This decrease is cumulative and 
  lasts until you finish a long rest. 
  Symbiont Defense. While wearing the armor, you have 
  resistance to nonmagical bludgeoning, piercing, and 
  slashing damage. Weapons and ammunition made with 
  byeshk ignore this resistance. When you start your turn 
  and are wearing this armor, you gain 10 temporary hit 
  points. Finally, any critical hit against you becomes a 
  normal hit. 
  Sentience. The living armor is a sentient lawful evil 
  suit of armor with an Intelligence of 10, a Wisdom of 15, 
  and a Charisma of 14. It has hearing and blindsight to a 
  range of 60 feet but is blind beyond this radius. The armor 
  can understand Deep Speech and can communicate 
  telepathically with any creature that touches it. 
  Personality. The armor’s voice is morose, and it 
  encourages violence and bloodshed. Its only purpose is to 
  serve its wearer, but it will betray its wearer if commanded 
  by a daelkyr. If you are wearing living armor and it betrays 
  you, you must make a DC 15 Constitution saving throw 
  whenever you start your turn or be paralyzed until the 
  start of your next turn. 
  Shadow Sibling 
  Wondrous item, rare (requires attunement) 
  This symbiont does not appear to be of this world. While a 
  creature is not attuned to it, it has the statistics of a 
  shadow. Despite being evil, it is usually nonhostile while 
  not attached to a host. If you can convince it to attune to 
  you, it disappears into your body, conforming its ethereal 
  form to your physical one. 
  The shadow sibling has 5 charges, which you use for 
  the abilities it grants. It regains any expended charges at 
  dawn. It has the following properties. 
  Parasitic Equipment. You can attach the symbiont to 
  yourself by attuning to it. When you attune to it, your 
  current and maximum hit points are reduced by 10, to a 
  minimum of 1. This reduction to your maximum hit points 
  cannot be restored in any way while you are attuned to 
  this symbiont. You can spend 1 minute to detach the 
  symbiont, ending your attunement to it. 
  Corrupting Touch. When you hit with a melee attack, 
  you can expend 1 charge to have the symbiont reach out 
  
   
   
   
   
        
  SPAWN OF XORIAT 
   
  5 
  and touch the target of the attack. The attack deals an 
  additional 2d8 necrotic damage. 
  Shadow’s Protection. When you are the target of an 
  attack, you can use your reaction and expend 1 charge to 
  become invisible until the attack hits or misses. 
  Shadow’s Veil. When you take the Hide action, you 
  can expend 1 charge to grant yourself advantage on the 
  check as the symbiont cloaks your body in shadow. 
  Sentience. The shadow sibling is a lawful evil 
  wondrous item with an Intelligence of 5, a Wisdom of 12, 
  and a Charisma of 10. It has hearing and blindsight to a 
  range of 60 feet, but it is blind beyond this radius. The 
  shadow sibling can understand Deep Speech and can 
  communicate telepathically with any creature that touches 
  it. 
  Personality. Like the crawling gauntlet, shadow 
  siblings are said to have been born of fallen daelkyr. Their 
  mad spirit, their driving force, separated from their bodies 
  to seek out new vessels. Shadow siblings seek the 
  companionship of those who seek destruction and 
  subjugation, though they have little motivation of their 
  own. 
  Spellwurm 
  Wondrous item, uncommon (requires attunement) 
  This worm snakes and writhes, seeking a host. It glows 
  with arcane energy. This symbiont has the following 
  properties. 
  Parasitic Equipment. You can attach the symbiont to 
  yourself by attuning to it, usually attaching it under one of 
  your arms. When you attune to it, your current and 
  maximum hit points are reduced by 10, to a minimum of 
  1. This reduction to your maximum hit points cannot be 
  restored in any way while you are attuned to this 
  symbiont. You can spend 1 minute to detach the 
  symbiont, ending your attunement to it.  
  Arcane Protection. While attuned to the spellwurm, 
  you can cast mage armor targeting yourself at will. You 
  can also cast blur once, regaining the ability to do so when 
  you finish a long rest. 
  Knower of Lost Knowledge. The spellwurm can feed 
  foul knowledge of arcane magics into your mind. You have 
  a +5 bonus to Intelligence (Arcana) checks. 
  Sentience. The spellwurm is a sentient lawful evil 
  wondrous item with an Intelligence of 5, a Wisdom of 8, 
  and a Charisma of 16. It has hearing and blindsight to a 
  range of 60 feet but is blind beyond this radius. It can 
  understand Deep Speech and can communicate 
  telepathically with any creature that touches it. 
  Personality. These worm-like symbionts were granted 
  upon the most intelligent of a daelkyr’s minions, usually 
  grafted on to the bodies of mind flayers or beholders. A 
  spellwurm is innately mysterious, obnoxiously so, and 
  exists only to hoard as much knowledge to itself as it can. 
  It coaxes its host to seek out arcane knowledge unknown 
  to most, killing others who know it if possible. 
  Stormstalk 
  Wondrous item, rare (requires attunement) 
  A stormstalk appears, at first, to be a snake. Closer 
  inspection that the symbiont’s only bodily feature is a 
  milky-white eye. Its body occasionally courses with static 
  electricity. It has the following properties.  
  Parasitic Equipment. You can attach the symbiont to 
  yourself by attuning to it, attaching it to your head. When 
  you attune to it, your current and maximum hit points are 
  reduced by 10, to a minimum of 1. This reduction to your 
  maximum hit points cannot be restored in any way while 
  you are attuned to this symbiont. You can spend 1 minute 
  to detach the symbiont, ending your attunement to it.  
  Eye Ray. As an action, you can fire a ray from the 
  stormstalk at a creature you can see within 30 feet of you. 
  The creature must make a DC 16 Dexterity saving throw 
  or take 6d8 lightning damage, or half as much damage on 
  a successful save. On a failed save, the creature has 
  disadvantage on Dexterity ability checks, attack rolls, and 
  saving throws until the end of your next turn. 
  Extra Eye. You can see through the symbiont’s eye as 
  though it were your own, granting you darkvision out to a 
  range of 60 feet if you do not already have it, as well as 
  advantage on Wisdom (Perception) checks related to sight. 
  Sentience. The stormstalk is a sentient lawful evil 
  wondrous item with an Intelligence of 5, a Wisdom of 8, 
  and a Charisma of 10. It has darkvision out to a range of 
  60 feet. It can understand Deep Speech and can 
  communicate telepathically with any creature that touches 
  it. 
  Personality. The stormstalk carries with it a fraction of 
  the ego of the beholder on which it was based. It thinks 
  itself greater than any other lifeform, threatening to use its 
  eye ray on any creature that does not bow to it. It is easily 
  appeased with praise, especially from its host and its 
  host’s allies. 
  Tentacle Whip 
  Weapon (whip), rare (requires attunement) 
  This long rope of muscle ends in a sharp stinger. The 
  symbiont has the following properties. 
  Parasitic Equipment. You can attach the symbiont to 
  one of your hands by attuning to it. When you attune to it, 
  your current and maximum hit points are reduced by 10, 
  to a minimum of 1. This reduction to your maximum hit 
  points cannot be restored in any way while you are 
  attuned to this symbiont. While a tentacle whip is attached 
  to your hand, you cannot use that hand for actions other 
  than using the whip. You can spend 1 minute to detach 
  
   
   
   
    
   
        
   
   
   
      SPAWN OF XORIAT  
   
  6 
  the symbiont, ending your attunement to it, and it cannot 
  be removed from you in any other way. 
  Channel Energy. When you cast a spell with a range 
  of touch, you can target a creature within 15 feet of you as 
  you channel magical energy through this symbiont. 
  Symbiont Weapon. Your reach with this magic whip is 
  15 feet, instead of 10 feet. A creature hit by this whip must 
  make a DC 13 Constitution saving throw or take 1d6 
  poison damage and be poisoned until the end of its next 
  turn. A poisoned creature has its speed halved. 
  Sentience. The tentacle whip is a sentient lawful evil 
  weapon with an Intelligence of 6, a Wisdom of 8, and a 
  Charisma of 10. It has hearing and blindsight to a range of 
  60 feet but is blind beyond this radius. The whip can 
  understand Deep Speech and can communicate 
  telepathically with any creature that touches it. 
  Personality. The whip’s voice is ecstatic, especially 
  when violence is involved. Its only desire is to channel the 
  destructive magical energy of its host. 
  Throwing Scarab 
  Wondrous item, uncommon (requires attunement) 
  This glittering beetle appears to be some sort of jewelry at 
  first glance. Then it begins to move and chitter. This 
  symbiont has the following properties. 
  Parasitic Equipment. You can attach the symbiont to 
  yourself by attuning to it, attaching it to one of your 
  forearms. When you attune to it, your current and 
  maximum hit points are reduced by 5, to a minimum of 1. 
  This reduction to your maximum hit points cannot be 
  restored in any way while you are attuned to this 
  symbiont. You can spend 1 minute to detach the 
  symbiont, ending your attunement to it. 
  Crystal Shards. You can attack with the throwing 
  scarab, generating and throwing a shard of crystal as part 
  of an attack. This crystal is treated as a magic dart that 
  deals an extra 1d6 acid damage on a hit. Hit or miss, a 
  crystal shard dissolves harmlessly at the start of your next 
  turn. 
  Sentience. The throwing scarab is a sentient lawful 
  evil wondrous item with an Intelligence of 5, a Wisdom of 
  12, and a Charisma of 6. It has darkvision out to a range 
  of 60 feet. It can understand Deep Speech and can 
  communicate telepathically with any creature that touches 
  it. 
  Personality. Throwing scarabs were bred for war and 
  desire to be wielded. It seeks out creatures that will do evil 
  and encourage good hosts to kill and maim. So long as it is 
  used in battle, it thinks little about its host’s intentions. 
  
   
   
   
   
        
  SPAWN OF XORIAT 
   
  7 
  Tongueworm 
  Wondrous item, rare (requires attunement) 
  A tongueworm appears like a small, pink snake formed of 
  raw muscle. The symbiont has the following properties. 
  Parasitic Equipment. You can attach the symbiont to 
  yourself by attuning to it, swallowing it and laying it over 
  your own tongue. The attached tongueworm does not 
  obstruct your ability to eat, drink, breathe, or speak. 
  When you attune to it, your current and maximum hit 
  points are reduced by 10, to a minimum of 1. This 
  reduction to your maximum hit points cannot be restored 
  in any way while you are attuned to this symbiont. You 
  can spend 1 minute to detach the symbiont, ending your 
  attunement to it. 
  Poison Sting. You can attack with the tongueworm, 
  making a melee weapon attack you are proficient with. On 
  a hit, the target takes piercing damage equal to 1 + your 
  Strength modifier. You can choose to use your Dexterity 
  for the attack and damage rolls with the tongueworm. 
  On a hit, the target creature must make a DC 10 
  Constitution saving throw. On a failed save, the target is 
  poisoned for 1 minute. A poisoned creature is also 
  paralyzed and can repeat this saving throw at the end of 
  each of its turns, ending the poison on a success. 
  Poison Immunity. While attuned to the tongueworm, 
  you are immune to poison damage and the poisoned 
  condition. 
  Sentience. The tongueworm is a sentient lawful evil 
  wondrous item with an Intelligence of 5, a Wisdom of 8, 
  and a Charisma of 10. It has hearing and blindsight to a 
  range of 60 feet but is blind beyond this radius. The armor 
  can understand Deep Speech and can communicate 
  telepathically with any creature that touches it. 
  Personality. The tongueworm speaks in your voice. It 
  attempts to speak in the same style and cadence as its 
  host. It enjoys injecting poison above all else. 
  Winter Cyst 
  Wondrous item, rare (requires attunement) 
  This slug-like creature has a single, milky-white eye and 
  few other identifying features. This symbiont has the 
  following properties.  
  Parasitic Equipment. You can attach the symbiont to 
  yourself by attuning to it, attaching it to your head. When 
  you attune to it, your current and maximum hit points are 
  reduced by 10, to a minimum of 1. This reduction to your 
  maximum hit points cannot be restored in any way while 
  you are attuned to this symbiont. You can spend 1 minute 
  to detach the symbiont, ending your attunement to it.  
  Eye Ray. As an action, you can fire a ray from the 
  winter cyst at a creature you can see within 30 feet of you. 
  The creature must make a DC 16 Constitution saving 
  throw or take 6d10 cold damage, or half as much damage 
  on a successful save. On a failed save, the creature has 
  disadvantage on Strength ability checks, attack rolls, and 
  saving throws until the end of your next turn. 
  Extra Eye. You can see through the eye as though it 
  were your own, granting you darkvision out to a range of 
  60 feet if you do not already have it, as well as advantage 
  on Wisdom (Perception) checks related to sight.  
  Sentience. The winter cyst is a sentient lawful evil 
  wondrous item with an Intelligence of 5, a Wisdom of 8, 
  and a Charisma of 10. It has darkvision out to a range of 
  60 feet. It can understand Deep Speech and can 
  communicate telepathically with any creature that touches 
  it. 
  Personality. The winter cyst desires an end to all life. 
  It blasts its eye ray whenever possible, trying to turn living 
  creatures into solid ice. When attached to a host, its 
  motivations change somewhat, as it makes its host’s 
  enemies its own.  
  Star Spawn of Xoriat 
  The daelkyr took it upon themselves to sculpt the flesh of 
  many of Eberron’s creatures. Human, animal, innocent or 
  guilty, it made no difference to the Lords of Madness. The 
  monsters they created are star spawn in their own right, 
  as are the creatures that came with them from Xoriat. 
  Star Spawn Akleu 
  When the daelkyr came to Eberron, they brought with 
  them a number of terrible creatures from the Realm of 
  Madness. Akleu are pack hunters native to their plane, 
  strange creatures with transparent, amorphous skin. They 
  live only to satisfy their twisted desires, often serving as 
  torturers and assassins. Though most no longer serve the 
  daelkyr, they can be found in jungles and caves 
  throughout Khorvaire, awaiting unaware prey. 
  Star Spawn Dolgarr 
  When the daelkyr invaded Khorvaire, they immediately 
  took to creating new and dangerous creatures to fight for 
  them. Many of them were “bred” from goblinoid stock. 
  Goblins, hobgoblins, and bugbears were subjected to 
  terrible magics that mutated them, killing most of them, 
  but ultimately creating killing machines worthy of the 
  daelkyr’s armies. 
  Dolgarr were created from bugbears. Their heads were 
  expanded. Their skin was turned inside-out. Their teeth 
  were enlarged until they barely fit in their mouths. What 
  was left was a creature eternally in pain, wishing only to 
  destroy everything in its reach. 
   
  
   
   
   
    
   
        
   
   
   
      SPAWN OF XORIAT  
   
  8 
   
   
  STAR SPAWN AKLEU 
  Medium aberration, neutral evil 
   
  Armor Class 17 (natural armor 
  Hit Points 112 (15d8 + 45) 
  Speed 50 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  21 (+5) 
  16 (+3) 
  13 (+1) 
  14 (+2) 
  11 (+0) 
   
  Skills Acrobatics +8, Perception +8, Stealth +8 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 18 
  Languages Deep Speech 
  Challenge 8 (3,900 XP) 
   
  Assassinate. During its first turn, the akleu has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the akleu scores against a 
  surprised creature is a critical hit. 
   
  Evasion. If the akleu is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the akleu instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails. 
   
  Sneak Attack. The akleu deals an extra 10 (3d6) 
  damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally of the akleu that isn’t 
  incapacitated and the akleu doesn’t have disadvantage 
  on the attack roll. 
   
  Translucent. The akleu is invisible to any creature more 
  than 5 feet away from it. 
   
  ACTIONS 
  Multiattack. The akleu makes three attacks: two with 
  its claws and one with its bite. 
   
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage. 
   
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 10 (2d4 + 5) piercing damage, and the target 
  must make a DC 14 Constitution saving throw. On a 
  failed save, the target is poisoned until the end of the 
  akleu's next turn. A creature poisoned in this way has 
  its speed reduced to 0. 
   
  STAR SPAWN DOLGARR 
  Large aberration, neutral evil 
   
  Armor Class 18 (natural armor) 
  Hit Points 119 (14d10 + 42) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  14 (+2) 
  16 (+3) 
  7 (-2) 
  16 (+3) 
  9 (-1) 
   
  Saving Throws Str +8, Con +6 
  Skills Athletics +8, Intimidation +5 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Deep Speech, Goblin 
  Challenge 6 (2,300 XP) 
   
   
   
  ACTIONS 
  Multiattack. The dolgarr attacks twice with its meaty 
  fists. If it hits the same creature with both fists, the 
  dolgarr gains 10 temporary hit points as it relishes in 
  the pain it causes. 
   
  Meaty Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 16 (2d10 + 5) bludgeoning damage. 
  REACTIONS 
  Foe-Hurler (Recharge 4-6). When the dolgarr hits a 
  creature with its meaty fist, it can use its reaction to 
  push the creature back 15 feet and knock it prone. If 
  the creature would be pushed into another creature, 
  the pushed creature stops, and the other creature must 
  make a DC 15 Dexterity saving throw or take 16 (2d10 + 
  5) bludgeoning damage and also be knocked prone. 
   
   
   
   
  
   
   
   
   
        
  SPAWN OF XORIAT 
   
  9 
  Star Spawn Dolgaunt 
  From hobgoblins, the daelkyr crafted the deadly dolgaunt. 
  These star spawn have no eyes, simply empty sockets, and 
  their skin is a disgusting pink. Tendrils writhe from their 
  backs, with two large tentacles sprouting from their 
  shoulder blades. They thirst for the life that their people 
  once had, and these two tentacles allow them to suck the 
  life energy from their foes. 
  Like their forbearers, the dolgaunts are skilled in 
  martial tradition. Their sense of the world around them 
  allows them to react quickly to blows and magic that 
  might incinerate them, as their tentacles and mangled 
  arms unleash flurries of deadly blows upon their enemies. 
  Dolgaunts often lead other, lesser star spawn, including 
  grues, dolgrims, and dolgarr, though they usually bend to 
  some stronger, more powerful aberration themselves. 
   
   
  STAR SPAWN DOLGAUNT 
  Medium aberration, lawful evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 88 (16d8 + 16) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  17 (+3) 
  12 (+1) 
  13 (+1) 
  15 (+2) 
  11 (+0) 
   
  Saving Throws Dex +6 
  Skills Perception +5, Stealth +6 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened 
  Senses blindsight 120 ft. (blind beyond this radius), 
  passive Perception 15 
  Languages Common, Deep Speech, Goblin 
  Challenge 6 (2,300 XP) 
   
  Evasion. If the dolgaunt is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the dolgaunt instead takes no damage if 
  it succeeds on the saving throw, and only half damage 
  if it fails. 
   
  Magic Weapons. The dolgaunt's weapon attacks are 
  magical. 
   
  ACTIONS 
  Multiattack. The dolgaunt makes two tentacle attacks 
  and two unarmed strikes. 
   
  Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one creature. Hit: 10 (2d6 + 3) necrotic damage. and the 
  creature is grappled (escape DC 14). The dolgaunt can 
  grapple two creatures in this way at once. The target 
  must then succeed on a DC 14 Constitution saving 
  throw. On a failed save, the dolgaunt regains hit points 
  equal to the damage dealt and the target's hit point 
  maximum is reduced by the same amount. This 
  reduction lasts until the target finishes a long rest. 
   
  Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage. 
  If the target is a creature, the dolgaunt monk can 
  choose one of the following additional effects: 
  • 
  The target must succeed on a DC 13 Strength 
  saving throw or drop one item it is holding 
  (dolgaunt's choice). 
  • 
  The target must succeed on a DC 13 Dexterity 
  saving throw or be knocked prone. 
  • 
  The target must succeed on a DC 13 Constitution 
  saving throw or be stunned until the end of the 
  dolgaunt monk's next turn. 
  REACTIONS 
  Reactive Lash. When a creature enters the dolgaunt's 
  reach, it can use its reaction to make a tentacle attack 
  against it. 
   
   
   
   
  
   
   
   
    
   
        
   
   
   
      SPAWN OF XORIAT  
   
  10 
  Star Spawn Dolghast 
  No project is without its failures. Early on in the Daelkyr 
  War, the soldiers captured on the battlefield by mind 
  flayers and beholders were subjected to terrible 
  experiments. The daelkyr found that the humanoids of 
  Eberron were far more fragile than the creatures they 
  carelessly fleshwarped in their home plane. Many drew 
  upon the necromantic magic of Mabar to keep them alive, 
  producing dolghasts, creatures caught between life and 
  undeath. 
  Curiously, modern dolghast are almost entirely human 
  in their base, split down the middle between rotting flesh 
  and a raving, insane man or woman. There is little record 
  of that time in history on Sarlona, so many scholars posit 
  that the daelkyr either invaded Sarlona alongside 
  Khorvaire or dolghasts are much more recent creations 
  than they have been led to believe. 
  Star Spawn Dolgrim 
  It is not only hobgoblins and bugbears that were subjected 
  to the foul machinations of the daelkyr’s “art.” The dolgrim 
  are terrifying creatures, with two mouths and four arms. 
  In truth, dolgrim are the result of some form of biological 
  fusion, smashing two goblins together into one being. 
  Theirs is a mad and angry existence, unable to reconcile 
  the existence of two minds within their distended heads. 
  Star Spawn Dolgrue 
  Though terrible, the dolgarr’s transformation from a 
  bugbear pales in comparison to that felt by the dolgrue. 
  Born of the same stock, the dolgrue were subjected to the 
  daelkyr’s flesh-rending magic many more times, until any 
  resemblance to their old kind was gone.  
  STAR SPAWN DOLGHAST 
  Medium aberration, lawful evil 
   
  Armor Class 14 (natural armor) 
  Hit Points 110 (20d8 + 20) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  14 (+2) 
  13 (+1) 
  6 (-2) 
  11 (+0) 
  14 (+2) 
   
  Skills Survival +2 
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned, stunned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Deep Speech 
  Challenge 4 (1,100 XP) 
   
  Regeneration. The dolghast regains 5 hit points at the 
  start of its turn if it has at least 1 hit point. 
   
  Stench. Any creature that starts its turn within 10 feet 
  of the dolghast must succeed on a DC 14 Constitution 
  saving throw or be poisoned for 1 minute. A creature 
  can repeat this saving throw at the end of each of its 
  turns to end the effect early. On a successful saving 
  throw, the creature is immune to the dolghast’s stench 
  for 24 hours. 
   
  ACTIONS 
  Multiattack. The dolghast makes three attacks: two 
  with its claws and one with its bite. If the same target 
  is hit with both claws, the target takes 10 (3d6) necrotic 
  damage, and its maximum hit points are reduced by 
  the same amount. This reduction lasts until the 
  creature finishes a long rest. 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d6 + 4) piercing damage. 
   
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d8 + 4) slashing damage. 
   
  
   
   
   
   
        
  SPAWN OF XORIAT 
   
  11 
  Dolgrue stand tall, just as the dolgarr, but that is where 
  the similarities end. A dolgrue balances on a long tail and 
  three spindly, extended toes. Its hands ends in chitinous 
  claws, from which few creatures can escape. Their head no 
  longer resembles that of a humanoid, with extra eyes and 
  a caping mouth filled with jagged, misshapen teeth. 
  Dolgarr existence in continuous agony, a side-effect of all 
  the changes they were subjected to. They find solace only 
  in the suffering of others and seek to torture and destroy 
  anything they can get their claws on. 
  STAR SPAWN DOLGRIM 
  Medium aberration, chaotic evil 
   
  Armor Class 14 (leather, shield) 
  Hit Points 33 (6d8 + 6) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  13 (+1) 
  12 (+1) 
  8 (-1) 
  9 (-1) 
  6 (-2) 
   
  Saving Throws Wis +1 
  Skills Athletics +4, Perception +1, Stealth +3 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Deep Speech, Goblin 
  Challenge 1 (200 XP) 
   
   
   
  ACTIONS 
  Multiattack. The dolgrim makes three melee weapon 
  attacks and fires its crossbow. 
   
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80/320 ft., one creature. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
  Morningstar. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 5 (1d6 + 2) piercing damage. 
   
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) 
  piercing damage, or 6 (1d8 + 2) piercing damage if used 
  with two hands to make a melee attack. 
   
  Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) bludgeoning damage, and 
  the target must make a DC 12 Strength saving throw or 
  be knocked prone. 
  REACTIONS 
  Dual Being (Recharge 6). When another creature ends 
  its turn, the dolgrim can use its reaction to take an 
  extra turn. It immediately regains its reaction and can 
  move, use an action, and take a possible bonus action 
  as normal. The dolgrim does not roll a d6 to recharge 
  its Dual Being at the beginning of this extra turn. 
   
  STAR SPAWN DOLGRUE 
  Large aberration, chaotic evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 94 (9d10 + 45) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  11 (+0) 
  20 (+5) 
  5 (-3) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Deep Speech, Goblin 
  Challenge 4 (1,100 XP) 
   
  Feast on Fear. The dolgrue has advantage on attack 
  rolls against creatures that are frightened. 
   
  ACTIONS 
  Multiattack. The dolgrue makes two claw attacks. If it 
  hits the same creature with both attacks, the creature 
  takes 10 (3d6) necrotic damage and must make a DC 15 
  Wisdom saving throw. On a failed save, the creature is 
  frightened until the end of the dolgrue's next turn. 
   
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d6 + 6) slashing damage. If the target is 
  a Medium or smaller creature, it is grappled (escape DC 
  14). 
   
  
   
   
   
    
   
        
   
   
   
      SPAWN OF XORIAT  
   
  12 
  Star Spawn Kyra 
  Native to Xoriat, the kyras are far lesser beings than the 
  daelkyr. Appearing as a massive brain with three sets of 
  wings and a writhing, grasping brain stem, the kyra seek 
  to consume any who do not pledge fealty to them and 
  shower them in gifts, including the daelkyr. Being higher 
  creatures of Xoriat itself, their very presence distorts 
  reality and harms the mortal mind, and while not 
  particularly strong on their own, they are often 
  surrounded by other star spawn, whose distractions allow 
  them to pick off heroes one by one. Woe to any creature 
  that dies at a kyra’s “hand,” as they are absorbed into the 
  star spawn’s body, their knowledge and soul feeding the 
  endless of madness of the flying brain. 
  STAR SPAWN KYRA 
  Huge aberration, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 207 (18d12 + 90) 
  Speed 5 ft., fly 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  24 (+7) 
  15 (+2) 
  21 (+5) 
  19 (+4) 
  16 (+3) 
  21 (+5) 
   
  Saving Throws Int +8, Wis +7 
  Skills Arcana +8, Deception +9, Insight +7, Perception +7, 
  Persuasion +9  
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities cold, psychic 
  Condition Immunities blinded, charmed, frightened 
  Senses blindsight 300 ft. (blind beyond this radius), 
  passive Perception 17  
  Languages telepathy 100 ft. 
  Challenge 11 (7,200 XP) 
   
  Flyby. The kyra doesn’t provoke opportunity attacks 
  when it flies out of an enemy’s reach. 
   
  Magic Resistance. The star spawn kyra has advantage 
  on saving throws against spells and other magical 
  effects. 
   
  Vulnerability to Sunlight. The kyra takes 10 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks 
   
  ACTIONS 
  Multiattack. The kyra attacks with its tentacle and 
  then uses its Confounding Presence. 
   
  Confounding Presence. Each creature of the kyra's 
  choice that is within 30 feet of it and aware of it must 
  succeed on a DC 17 Wisdom saving throw or take 18 
  (4d8) psychic damage and be subjected to the effects of 
  a confusion spell until the end of the kyra's next turn. 
  On a successful save, a creature takes half as much 
  damage and is not confused. 
   
  Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., 
  one target. Hit: 25 (4d8 + 7) psychic damage, and the 
  target is grappled if it is a Large or smaller creature. A 
  creature that starts its turn grappled in this way takes 
  13 (3d8) psychic damage. 
  REACTIONS 
  Absorb. The kyra can use its reaction to absorb the 
  body and soul of a creature it reduces to 0 hit points 
  with its tentacle. The creature's body and soul are 
  destroyed and cannot be restored except through the 
  effects of a true resurrection or wish spell. When it 
  absorbs a creature, the kyra regains 50 hit points and 
  has advantage on all attack rolls, ability checks, and 
  saving throws until the end of its next turn. 
   
  
   
   
   
   
        
  SPAWN OF XORIAT 
   
  13 
  Star Spawn Opabinia 
  There are creatures so small one cannot see them. They 
  are on your skin, on your clothing, on your food, and in 
  the water you drink. They are mostly harmless. The 
  daelkyr took pity on some of these creatures and mutated 
  them, enlarging them until they could fight back against 
  the creatures that constantly stepped on them, wiped 
  them off, and swallowed them. 
  With the war over, though, the opabinia have become 
  little more than wildlife in marshes and oceans. 
  Resembling a crustacean, they are preyed on like any 
  common animal, and few realize their origins. Among star 
  spawn, the opabinia are the least aggressive and 
  malicious, and the least likely to attack one on sight. Even 
  madness must have periods of calm. 
  Star Spawn Xenostelid 
  Eberron naturally has many species of massive insect. 
  While terrifying to most commonfolk, to the daelkyr these 
  creatures were interesting, even cute. Early on in their 
  siege of Khorvaire, the daelkyr killed countless thousands 
  of these large insects until their fleshwarping produced a 
  beast stable enough to survive on its own. The result is the 
  xenostelid: a 30-foot-tall nightmare, devilishly smart, 
  monstrously strong, and absolutely devoted to the daelkyr 
  even hundreds of generations later. 
  The xenostelids worship daelkyr as gods, but most 
  have been thrown to the wind, surviving within Khyber’s 
  depths. They collect hordes of shiny objects, most of which 
  they are unable to use, but of such worth that a foolhardy 
  hero might meet their end seeking it out. They answer to 
  few outside of their mad lords; even beholders and mind 
  flayers have trouble exerting their will of these chitin-
  covered monsters, as their minds are alien even in 
  comparison to that of other aberrations.  
   
   
  STAR SPAWN OPABINIA 
  Medium aberration, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 71 (11d8 + 22) 
  Speed 30 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+2) 
  15 (+2) 
  14 (+2) 
  1 (-5) 
  12 (+1) 
  5 (-3) 
   
  Skills Perception +3, Stealth +4 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 13 
  Languages — 
  Challenge 2 (450 XP) 
   
  Amphibious. The opabinia can breathe air and water. 
   
  Grappler. The opabinia has advantage on attack rolls 
  against any creature grappled by it. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage, plus 14 (4d6) 
  piercing damage if it is grappling the target. If the 
  target is Medium or smaller, it is also grappled (escape 
  DC 13). While grappling a creature with its bite, the 
  opabinia cannot attack any other creature with its 
  bite. 
   
   
  
   
   
   
    
   
        
   
   
   
      SPAWN OF XORIAT  
   
  14 
   
   
   
   
   
   
   
   
   
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) piercing damage, and the target 
  must make a DC 19 Constitution saving throw or take 
  28 (6d8) poison damage and be poisoned for 1 minute. 
  On a successful save, a creature takes half as much 
  poison damage and is not poisoned. 
  A poisoned creature has disadvantage on Strength, 
  Dexterity, and Consitution saving throws, and it can 
  repeat this save the saving throw at the end of its turn, 
  ending the poison on a success. If this poison reduces a 
  creature to 0 hit points, it is stable but is poisoned for 1 
  hour, even after regaining hit points, and is paralyzed 
  while poisoned in this way. 
   
  Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage. If the target is 
  Large or smaller, it is also grappled (escape DC 19). The 
  xenostelid has four claws, each of which can grapple 
  one creature at a time. 
   
  Otherworldly Screech (Recharge 6). Each creature that 
  is not a star spawn within 60 feet of the xenostelid 
  must make a DC 19 Constitution saving throw or take 
  35 (10d6) thunder damage, or half as much on a 
  successful save. Nonmagical objects in the area that 
  are not being worn or carried also take this damage. 
   
  Web (Recharge 4-6). The xenostelid fires webbing at a 
  point within 30 feet of it. Webbing fills the space within 
  5 feet of that point. Any creatures in the area when the 
  webbing appears or that enters this area for the first 
  time on its turn must make a DC 17 Dexterity saving 
  throw or be restrained by webbing. As an action, a 
  restrained target can make a DC 19 Strength check, 
  bursting the webbing on a success. This 10-foot-radius 
  area of webbing can also be attacked and destroyed 
  (AC 17; HP 30; vulnerability to fire damage; immunity to 
  bludgeoning, poison, psychic, and thunder damage). 
   
   
   
   
  STAR SPAWN XENOSTELID 
  Huge aberration, chaotic evil 
   
  Armor Class 22 (natural armor) 
  Hit Points 287 (23d12 + 138) 
  Speed 60 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  25 (+7) 
  14 (+2) 
  23 (+6) 
  10 (+0) 
  17 (+3) 
  14 (+2) 
   
  Saving Throws Dex +7, Wis +9 
  Skills Perception +8 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 18 
  Languages Deep Speech 
  Challenge 17 (18,000 XP) 
   
  Siege Monster. The xenostelid deals double damage to 
  objects and structures. 
   
  Spider Climb. The xenostelid can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
   
  Web Walker. The xenostelid ignores movement 
  restrictions caused by webbing. 
   
  ACTIONS 
  Multiattack. The xenostelid makes four attacks with its 
  claws and one attack with its bite. In place of its claws, 
  the xenostelid can use its Otherworldly Screech if 
  available, and in place of its bite, the xenostelid can 
  use its web if available. 
   
  
   
   
   
   
        
  SPAWN OF XORIAT 
   
  15 
   
  Star Spawn Xorbeast 
  The daelkyr are powerful creatures, but their alien egos 
  are such that they have little patience for acquiring 
  subjects on their own. To this end, they created the 
  xorbeasts, repulsive creatures that exude slime and exist 
  only to trap creatures for the daelkyrs’ mad experiments. It 
  is unclear from what creature a xorbeast could possibly 
  have been made from. So awful are these creatures that 
  even daelkyr look upon them with disgust. Do not let their 
  appearance lower your guard, lest you end up a test 
  subject for some new, terrible spawn of the daelkyr. 
   
   
  STAR SPAWN XORBEAST 
  Large aberration, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 84 (8d10 + 40) 
  Speed 30 ft., climb 15 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  24 (+7) 
  11 (+0) 
  20 (+5) 
  3 (-4) 
  14 (+2) 
  9 (-1) 
   
  Saving Throws Con +8 
  Skills Stealth +6 
  Damage Resistances cold, fire 
  Damage Immunities acid, psychic, thunder 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Understands Deep Speech but cannot speak 
  Challenge 7 (2,900 XP) 
   
  Spider Climb. The xorbeast can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
   
  ACTIONS 
  Multiattack. The xorbeast uses its Disgusting Presence. 
  It then can make two slam attacks or use its Engulf. 
   
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 10 (1d6 + 7) bludgeoning damage, plus 14 
  (4d6) acid damage. 
   
  Disgusting Presence. Each creature of the xorbeast's 
  choice that is within 60 feet of the xorbeast and aware 
  of it must succeed on a DC 16 Constitution saving 
  throw or become poisoned for 1 minute. 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 effect ends for it, the 
  creature is immune to the xorbeast's Disgusting 
  Presence for the next 24 hours. 
   
  Engulf. The xorbeast moves up to its speed. While doing 
  so, it can enter Medium or smaller creatures' spaces. 
  Whenever the xorbeast enters a creature's space, the 
  creature must make a DC 15 Dexterity saving throw. 
  On a successful save, the creature can choose to be 
  pushed 5 feet back or to the side of the xorbeast. A 
  creature that chooses not to be pushed suffers the 
  consequences of a failed saving throw. 
  On a failed save, the xorbeast enters the creature's 
  space, and the creature takes 14 (4d6) acid damage and 
  is engulfed. The engulfed creature can't breathe, is 
  restrained, and takes 28 (8d6) acid damage at the start 
  of each of the xorbeast's turns. When the xorbeast 
  moves, the engulfed creature moves with it. 
  If a creature engulfed by the xorbeast has 0 hit 
  points, it is immediately stabilized and put into 
  temporal stasis. While the creature is engulfed and in 
  stasis, it is paralyzed, immune to acid damage, does 
  not age, and does not have to breathe, drink, or eat. 
  When a creature is removed from the xorbeast, this 
  stasis ends. 
  An engulfed creature can try to escape by taking an 
  action to make a DC 15 Strength check. On a success, 
  the creature escapes and enters a space of its choice 
  within 5 feet of the xorbeast. 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Rick Kittenhugs/Rick Kittenhugs - Eberron Spawn of Xoriat.pdf