Valaara
Medium Aberration, Neutral EvilValaara is known as the Crawling Queen, the Watcher in the Walls, and the Keeper of Worms. It's said that you can hear Valaara's voice in the rustling of roaches and the keening of locusts. In some tales, Valaara crafts worms that crawl through the ear and consume a creature's brain; in others, when its maggots devour a corpse, Valaara can recreate the victim in its Deepest Hive. No one knows what Valaara wants, but its minions could be all around you even now, crawling in your walls and moving beneath your feet.
Delusions of Valaara
| 1d6 | Delusion (lasts until cured) |
|---|---|
| 1 | "There are worms crawling through my flesh." |
| 2 | "I hear secrets in the buzzing of insects." |
| 3 | "I am undergoing a metamorphosis into a glorious insect form." |
| 4 | "I have a psychic connection to one or more people." |
| 5 | "I must serve my hive and protect my queen." |
| 6 | "I am an insect that's evolved into humanoid form." |
Chitin Consciousness. Valaara embodies the alien nature of insects in all aspects. Valaara's symbionts may be formed from chitin, but it also has creations like the Spellburrow and the Throwing Scarab—insects that burrow into the skin of the bearer. Those touched by Valaara may undergo a physical metamorphosis and manifest insect traits, but Valaara's touch can also transform the mind. Some who hear the whispers of the Crawling Queen become fascinated by insects, while others suffer more dramatic transformations. Valaara's most persistent cults spread by forming a hive; one creature becomes the queen, and others touched by this cultist find their original personality and desires fading, consumed by the need to fulfill their purpose in the hive. Usually this effect is limited, a psychic connection that only binds a few people; but in a few cases, this psychic contagion has been virulent and contagious, consuming entire towns.
Valaara's Minions. Valaara doesn't use dolgaunts or dolgrims; rather, it often transforms humanoids into insect forms. These creatures use the statistics of Thri-kreen, Driders, or Umber Hulks, but their appearance can vary dramatically; a group of servitors could be roach-people as opposed to the typical mantis form of the thri-kreen. In other places it works through consuming worms, producing creatures with the statistics of Spawn of Kyuss. In general, Valaara may employ any sort of creature thematically related to insects or worms, from simple swarms and Giant Spiders to Carrion Crawlers, Ankhegs, Remorhazes, or even Purple Worms. But these monsters should be seen as a starting point. Like all daelkyr, Valaara is constantly experimenting and creating new things. Imagine a purple worm with malign intelligence and psychic powers, or teleporting ankhegs that burrow through the fabric of space.
AC 20
Initiative +21 (31)
HP 275 (29d8 + 145)
Speed 40 ft., Fly 40 ft. (hover)
STR
21 (+5)
Save +5
DEX
25 (+7)
Save +7
CON
21 (+5)
Save +5
INT
24 (+7)
Save +14
WIS
22 (+6)
Save +13
CHA
25 (+7)
Save +14
Saving Throws INT +14, WIS +13, CHA +14
Skills Arcana +14, Deception +14, Nature +14, Persuasion +13
Resistances Bludgeoning, Piercing, Slashing
Immunities Poison, Psychic; Blinded, Charmed, Frightened, Poisoned, Prone
Senses Truesight 120 ft., Passive Perception 23
Languages Deep Speech, telepathy 120 ft.
CR 23
Traits
Alien Mind. Intelligence Saving Throw: DC 22, any creature that tries to read Valaara's thoughts or deals Psychic damage to it. Failure: The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Legendary Resistance (4/Day, or 5/Day in Lair). If Valaara fails a saving throw, it can choose to succeed instead.
Magic Resistance. Valaara has Advantage on saving throws against spells and other magical effects.
Regeneration. Valaara regains 20 Hit Points at the start of each of its turns. If Valaara takes Radiant damage, this trait doesn't function on Valaara's next turn. Valaara dies only if it starts its turn with 0 Hit Points and doesn't regenerate.
Actions
Multiattack. Valaara makes two attacks, using Chitinous Claw or Chitinous Spine in any combination. It also uses Summon Swarms.
Chitinous Claw. Melee Attack Roll: +14, reach 5 ft. Hit: 18 (2d10 + 7) Slashing damage.
Chitinous Spine. Ranged Attack Roll: +14, range 60/180 ft. Hit: 17 (3d6 + 7) Piercing damage.
Summon Swarms. Valaara summons a swarm of insects or arachnids that fills a 10-foot-radius Sphere centered on a point Valaara can see within 120 feet, afflicting all creatures in the area with one of the following effects (roll a 1d6 or choose one), to which Valaara is immune:
1. Stinging Wasps. Constitution Saving Throw: DC 22. Failure: 32 (5d12) Piercing damage, and the target has Disadvantage on attack rolls and ability checks until the end of its next turn. Success: Half damage and the target doesn't have Disadvantage on attack rolls.
2. Spinning Spiders. Dexterity Saving Throw: DC 22. Failure: 27 (6d8) Bludgeoning damage. The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).
3. Venomous Centipedes. Constitution Saving Throw: DC 22. Failure: 22 (4d10) Poison damage and the target has the Poisoned condition. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
4. Infesting Grubs. Dexterity Saving Throw: DC 22. Failure: The target is infested by 4 (1d4 + 2) rot grubs, taking 3 (1d6) Piercing damage per rot grub at the start of each of its turns. If a target infested with rot grubs ends its turn with 0 Hit Points, the rot grubs burrow into its heart, killing it. Any effect that cures disease kills all rot grubs infesting the target, ending the effect. Applying fire to the bite wound before the end of the creature's next turn deals 1 Fire damage to the creature and kills the rot grubs, ending the effect. After this time, the rot grubs are too far under the skin to be burned.
5. Discordant Cicadas. Wisdom Saving Throw: DC 22. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Frightened, the target has the Incapacitated condition. Success: The target has Advantage on future saves against this swarm for 24 hours.
6. Psychoactive Beetles. Intelligence Saving Throw: DC 22. Failure: 33 (6d10) Psychic damage.
Bonus Actions
Teleport. Valaara teleports up to 30 feet to an unoccupied space it can see.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, Valaara can expend a use to take one of the following actions. Valaara regains all expended uses at the start of each of its turns.
Throw Spine. Valaara makes one Chitinous Spine attack.
Imaginary Crawlers. Wisdom Saving Throw: DC 22, one creature Valaara can see within 60 feet. Failure: 22 (4d10) Psychic damage, and the target immediately loses Concentration on any spell it is concentrating on.
Synthesize Worm. Valaara magically fuses the swarms under its command, forming a Carrion Crawler in an unoccupied space they can see within 90 feet of themself. The Carrion Crawler takes its turn immediately after Valaara on the same Initiative count, and it obeys Valaara.
Valaara's Lair
Like other daelkyr, Valaara is bound within a demiplane in Khyber. However, Valaara has bred burrowing worms that chew through the fabric of reality, carving a web of passages between her Deepest Hive and the world above. An organization that discovers the upper layers of these tunnels could use them to move swiftly across the world, entering a tunnel in the Lhazaar Principalities, traveling five miles, and emerging in Sarlona or the Eldeen Reaches. Smugglers or explorers might make use of this wonder, never knowing what lies in the deeper tunnels—until Valaara's minions seize them, or until they are consumed by the psychic influence of the Crawling Queen. While tunnels to the Deepest Hive can appear anywhere that suits the story, they are also less permanent than the ties between Eberron and the realms of many other daelkyr. A tunnel to the Deepest Hive can appear wherever it suits the needs of a story, but it's also possible to collapse a passage and break a connection.
The upper tunnels of Valaara's realm are usually formed of fused glass-like material, then as explorers delve deeper, they find the walls formed of chitin and muscle, with insects swarming across every surface. One might discover pulsing cocoons, nests of slumbering purple worms, or chambers lined with thousands of glowing eggs. And in the heart is the Deepest Hive itself, where Valaara weaves her webs and conducts her sinister experiments.
Tunnels to the Deepest Hive can appear anywhere. A region containing a passage to the Deepest Hive can be warped in one or more of these ways:
Creeping Thoughts. The area within 1 mile of the passage is infested with swarms of harmless insects. Whenever a creature other than Valaara or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 22 Wisdom saving throw or suffer from temporary delusions (see the Delusions of Valaara table).
Swarming Tyrant. Beasts that live within a mile of the passage undergo physical transformation, developing insect characteristics such as compound eyes, extra limbs, chitinous plating, and hive behavior. Valaara exerts its dominance over animals in its domain. All Beasts within 1 mile of the passage have the Charmed condition while in that area.
These regional effects build over time. If a passage has just appeared, there may be a slight increase in insect activity and the saving throw on the Delusions effect will be much lower. The longer the passage remains, the more notable the effects become. If Valaara dies or if the passage is destroyed, the effects fade away after 1d10 days.
If a creature falls prey to Valaara's influence, it suffers temporary delusions. Roll on the Delusions of Valaara table to determine the nature of this effect, which takes the form of a curse that lasts until the creature is targeted by a Remove Curse spell or similar magic.