1. Characters

Valaara

The Crawling Queen

The Crawling Queen works its will on insects, arachnids, and other vermin. Swarms with malign sentience, worms that consume victims from within, cultists that slowly become insects—all of these delight Valaara.

Source: Rising from the Last War


Individuality is a curse. Every day, it fills you with disappointment and doubt. But within the Hive, you will always know your place, always know your purpose. Join us. Forget your past. Forget your pain. And help us build a better world.

The daelkyr Valaara works with insects and all manner of crawling vermin. Its children are all around us, listening in the walls and consuming our dead. While it creates new and deadly forms of insects and arachnids, Valaara also experiments with insect consciousness, spreading the mind of a humanoid across multiple bodies. Victims of Valaara’s delusions may believe that they are insects transformed into human form, or that they are being controlled or consumed by parasites. Its most widespread cult calls itself the Hive; members of this sect surrender their individuality to serve the collective, with mammals acting as if they’re insects. The question when dealing with the Hive is whether it’s solely a delusion and the victims can be saved, or whether the cultists truly have been consumed from within by Valaara’s children, and are simply wearing human shells.

Beyond the Hive, Valaara’s cults invariably interact with insects in some way. Some believe they are receiving divine messages hidden in the buzzing of insects. Others cultivate massive hives of telepathic insects or create charnel pits as a breeding ground for maggots.

Valaara has no established domain, but its cults often spring up in the sewers and middens of major cities. It prospers in places where insects and humans both thrive. Despite their shared affinity for vermin, the Children of Winter druids despise Valaara and its cults; they seek to preserve the natural order, whereas Valaara’s creations are anything but natural.

Forces. Valaara created the carrion crawlers, and any sort of unnatural insect or crawling vermin could be attributed to the Crawling Queen. Valaara doesn’t associate with dolgaunts or dolgrims. Its primary servitors are thri-kreen; it is constantly twisting and evolving them, and they may be slightly different each time they’re encountered. Swarms, spiders, scorpions, and other similar creatures can be found with Valaara’s cults. However, as with all the daelkyr, Valaara takes natural things and makes them unnatural. When using a relatively mundane insect as a base creature, consider what you can add to making it unnatural. This could be a mystical ability, but it could also be abnormal intelligence or a cosmetic detail—perhaps the insects of the swarm are bioluminescent, and the fluctuating patterns of their glowing carapaces has an almost hypnotic effect; when the creatures fly, the buzzing of their wings sounds like maniacal human laughter.

Gifts. Valaara creates chitinous armor and living weapons. It creates symbionts that burrow into the flesh of the host; two of its gifts are the throwing scarab and the spellburrow, both presented in chapter 7.

Character Ideas. A druid using the Circle of Spores (from Guildmasters’ Guide to Ravnica) could be reflavored, with their Halo of Spores presented as an aura of insects. A character might believe they are one of Valaara’s children—an insect transformed into humanoid form, either as an experiment or as a scout sent out to gather information.

Story Ideas. A plague of unnatural locusts is stripping the land; what is drawing the insects here? A sect of the Hive is spreading through a squalid part of town, but are they preying on innocents, or are new members joining of their own free will? An insect follows the adventurers, whispering their secrets; is it a single warped creature, or just one drone from a telepathic hive?

Source: Exploring Eberron Ch3


Valaara 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.

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 (detailed in chapter 7)—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. The cults of the Crawling Queen are described in detail in chapter 3. 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.

Source: ExE Chapter 8

Valaara's Layer

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.”

Harpoon Spider

The daelkyr experimented on monstrous spiders to create the harpoon spider. Harpoon spiders inhabit Khyber, and larger specimens (dread harpoon spiders) frequently guard caverns or passages leading to daelkyr strongholds. Harpoon spiders have also infi ltrated the ruins of various ancient Dhakaani strongholds throughout Khorvaire.

Title
The Crawling Queen

Type
NPC (Villain)

Gender
Fluid