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 its webs and conducts its sinister experiments.
Lair Actions. While within its lair, Valaara can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Valaara can take a lair action to cause one of the following effects; it can’t use the same lair action two rounds in a row:
- Valaara chooses one target and use its Summon Swarm ability against it.
- Valaara subsumes creatures into its hive consciousness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Valaara’s choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success.
- A 50-foot-radius area of ground within 120 feet of Valaara becomes swarmed by fear moths until initiative count 20 on the round after next. During that time, each creature that starts or ends its turn in the area must make a DC 22 Charisma saving throw. On a failed save, any immunity to or advantage against fear is negated and it has disadvantage on saves against fear for one minute.
Regional Effects. 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:
- Insect and arachnid presence increases dramatically within 5 miles of the passage, and insects display unnatural swarming behavior.
- Beasts that live within a mile of the passage may undergo physical transformation, developing insect characteristics such as compound eyes, extra limbs, chitinous plating, and hive behavior.
- If a humanoid creature spends at least 1 hour within 1 mile of the passage, it must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see “Madness of Valaara” below). A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
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 madness 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.
Madness of Valaara
If a creature goes mad in Valaara’s lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Valaara table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master’s Guide has more information on madness.
Madness of Valaara
| d6 | Flaw (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.” |