The final day of #GOBLINWEEK is a wretched Dolgrim! A wretched creation of the Daelkyr who haunt the realm of Eberron

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The final day of #GOBLINWEEK is a wretched Dolgrim! A wretched creation of the Daelkyr who haunt the realm of Eberron
All together, the three pieces depict the forces which seek to act on M-44-7, the prophecy token.
Hot Take: Dalekyr Half-Bloods should be a core race in D&D, albeit with a more setting-agnostic name.
Because, they’re a pretty clever solution to the idea of an “eldritch” species that’s player-accessible; basically their equivalent to Tieflings; and also basically a whole “species” of Duane and Belial from Basket Case.
And everybody loves Basket Case!
Daelkyr
Image © Wizards of the Coast, by Dave Allsop. Accessed at the Eberron Campaign Setting Art Gallery here
[Sponsored by @coldbloodassassin. I had resisted doing the daelkyr for a while, in part because I didn’t want to have to stat up all of their grafts and symbiotes as treasure. Making them just part of the monster was one of the decisions I reached early in this endeavor, and I am thankful for it. I also wasn’t sure where to put them in my “loosely corresponding with Pathfinder canon” cosmology. There’s no Plane of Madness to slot them into, except Leng, which doesn’t really count. And there’s tons of other fleshwarpers and other mad science types to choose from. I ended up going with the Dominion of the Black, which might be a safe choice, but is a logical one. The references to individual daelkyrs and their research specialties comes from 5e, but this is otherwise closest to the 3.5 version in terms of abilities and power level.]
Daelkyr CR 18 CE Aberration This humanoid being has a superficially beatific face, but it is mask-like and cruel. Their flesh is overgrown with chitin and visible tendons, and they carry a lashing, living tentacle like a whip.
Among the most powerful known members of the Dominion of the Black, the alien daelkyr function as professors of madness and engineers of horror. They are responsible for building and growing Dominion technology, such as living ships and fleshnet cannons. Many of the lesser species of the Dominion are daelkyr creations, and many of its ranking members are implanted with daelkyr grafts. They are rarely on the front lines of an incursion of brain collectors and related monsters, but move in once a territory is established in order to harvest materials for their experiments.
No two daelkyr look the same, as they all improve themselves both cosmetically and functionally with fleshwarping. Their close resemblance to the human form causes some scholars who know of their existence long, sleepless nights. The living breastplate and tentacle whip described here are two of the most common accoutrements, but by no means the only possible. Daelkyr cause minds to crack in their very presence, and their touch causes mutations that warp the body and mind alike. Daelkyr often fight to capture, not to kill, rendering a creature unconscious or paralyzed before whisking it away.
Different daelkyr have different research interests and specialties. Six that are known, and their areas of expertise, are as follows. Belashyyra the Glorious Eye has a ring of eyes circling her head, and is obsessed with vision and perception. Dyrrn is called the Slithering Lord, and creates new types of fleshwarped aberrations with a surfeit of tentacles. Avassh is the Twister of Roots, and cultivates deadly and bizarre plant life. Kyrzin, Prince of Slime, is the most skilled crafter of shipminds, but has a soft spot for all oozes. Orlassk, the Master of Stone, lives inside a living petrified fortress, and crafts creatures mixing organic and ossified matter. Valaara calls herself the Crawling Queen in imitation of Mazzmez, and often draws upon demons and vermin for inspiration.
Another day, another job.
This time it’s escorting this miserable oaf of a man to some purported archaeological find of the century. Pfagh. Treasure, gold, artifacts - it all ended the same, in death and disappointment.
And dust. There was always the dust. When you’d left your home to become a sellsword all those years ago, you never quite imagined that sand and dirt would be as much a part of your life as it does now.
A loud crack from the nearby campfire shakes you from your rumination. You look over to where Ace is huddled beside you, silent and captivated by the fire, eyes wide like infinite pools of black water. You smile a rare, soft smile, before smothering it in a cough - that girl is not what she seems.
Hunggggggggeeeeeeeeerrrrrrrrr.
The voice beckons, unbidden. A slight tightening around your finger, and a sharp, stabbing pain as it burrows itself deeper. You’ve learnt to ignore it, for the good of those around you. It’s been getting louder lately, more insistent; beckoning calls of wanton savagery, images of pure bliss and guts and blood and entrails dripping, cries of ecstasy qand caustic pain.
You stand up abruptly and stamp your feet, moving away from the fire. It shakes that druid woman from her slumber, and she starts and stares at you with unsettling milky eyes. What was her name again? Mirrors? Mash? It didn’t matter - caravan guards came and went. That was just the way it was. The only things that stayed the same were Roach. And Ace.
You rinse your mouth out and spit into the fire.
And the fucking dust.
Horrors of Xoriat - Daelkyrspawn
Horrors of Xoriat – Daelkyrspawn
Xoriat, a realm of unspeakable evil. The native Daelkyr reside here, experts of sickening fleshcraft. Among their works were legions of warped and disfigured abominations, the daelkyrspawn. These things were once captured forces of Material plane fleets, the very races that attempted to repel the nightmarish plane. While Xoriat’s connection was ultimately severed from the list of coterminous…
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Daelkyr Half-Blood, 5th Edition
A 5th Edition conversion of the Daelkyr Half-blood player race, which first appeared in Magic of Eberron, and Xoriat’s symbiont magic items which appeared in the Eberron Camapaign Setting and Magic of Eberron.
The Twisted Kin.