Dyrrn

CR 24 · Medium Aberration (Daelkyr)

Dyrrn

Chaotic Evil

Recommended Party

Levels 20–20 · balanced at Lv 20

Armor Class

21 (natural armor)

Hit Points

337 25d8 + 225

Speed

40 ft., fly 40 ft. (hover)

STR18 +4
DEX26 +8
CON28 +9
INT26 +8
WIS20 +5
CHA24 +7

Defensive Resilience

Saving ThrowsDex +15, Con +16, Int +15, Wis +12
SkillsArcana +15, Perception +12, Insight +12
Damage ImmunitiesPoison, Psychic
ResistancesCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities: Charmed, Frightened, Poisoned

SensesTruesight 120 ft., Passive Perception 22
LanguagesDeep Speech, Telepathy 120 ft.

Lore

Arcane Scribe
Deep within the lightless veins of the underworld, Dyrrn the Corruptor presides over the Palace of Sinew, a domain where stone is replaced by pulsing muscle and weeping membranes. As the premier architect of the daelkyr lords, Dyrrn views biological life as a crude first draft—a chaotic slurry of bone and bile waiting to be refined into something more efficient and infinitely more terrifying. To this alien entity, the invasion of the material realm was never an act of conquest, but rather a grand artistic commission. It seeks to unravel civilization at a molecular level, unmaking the laws of nature to suit its own shifting, xenophobic aesthetics. Those who stray too near Dyrrn’s influence feel the "Whispering Ache," a phantom sensation that their own organs are rearranging in anticipation of their master's touch. A dark omen begins when a village’s livestock are found hollowed out yet still standing, their innards replaced by crystalline chimes that ring with a discordant, psychic hum. Dyrrn’s arrival is heralded not by fire, but by the quiet, wet sound of evolution gone wrong, as a hero’s own flesh begins to rebel against their soul.

Innate Traits

Legendary Resistance (4/Day). If Dyrrn fails a saving throw, he can choose to succeed instead.

Flesh-Warping Aura. Any creature that starts its turn within 30 feet of Dyrrn must succeed on a DC 23 Constitution saving throw or have the Poisoned condition until the start of its next turn. While Poisoned in this way, the creature has Disadvantage on Strength and Dexterity saving throws as its muscles begin to liquify.

Alien Mind. If a creature tries to read Dyrrn's thoughts or deals psychic damage to him, that creature must succeed on a DC 23 Intelligence saving throw or have the Stunned condition until the end of its next turn.

Regeneration. Dyrrn regains 20 hit points at the start of his turn if he has at least 1 hit point.

Actions

Multiattack. Dyrrn makes three Tentacle Whip attacks. He can replace one attack with a use of Transmute Flesh.

Tentacle Whip. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 9 (2d8) psychic damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or have the Restrained condition until the end of its next turn.

Transmute Flesh (Magic). Dyrrn targets one creature he can see within 60 feet. The target must make a DC 23 Constitution saving throw. On a failure, the target takes 55 (10d10) necrotic damage and is transformed into a lump of unformed flesh, gaining the Petrified condition for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

This creature can take legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn.

Tentacle. Dyrrn makes one Tentacle Whip attack.
1 Action
Warp Reality (Costs 2 Actions). Dyrrn teleports up to 60 feet to an unoccupied space he can see. Each creature within 10 feet of the space he leaves must succeed on a DC 23 Intelligence saving throw or take 18 (4d8) psychic damage and have the Blinded condition until the end of its next turn.
2 Actions
Psychic Pulse (Costs 3 Actions). Dyrrn emits a wave of mental static. Each creature of his choice within 30 feet must succeed on a DC 23 Intelligence saving throw or take 27 (6d8) psychic damage and have the Frightened condition until the end of its next turn.
3 Actions