Galdera, The Fallen

by Semako

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Galdera, The Fallen

Behind the Gate of Finis

In the ruins of old Hornburg, hidden in a steep valley, a gate can be found. And behind this massive gate, the thirteenth god waits for his return. This god, Galdera his name, god of life and death, had tried to seize the other gods' powers for himself, attempting to consume all living beings, all gods, the world itself - to become the one and only being in existence. Aelfric the Flamebearer though cast Galdera down and sealed him away in a plane of utter darkness, with the Gate of Finis being the only pathway into that plane. And to accomplish this, Aelfric called down the heaven's fire - which became the Sacred Flame that burns bright to this day in the Cave of Origin and sparked the flames in the churches found around Orsterra.

"So come... let us consume all life... let us consume the Gods themselves...

For now and eternity... there is only Us. There is only Galdera!" -

Galdera, Octopath Traveler

The Accursed Flame

Galdera's own symbol is that of the Accursed Flame, a flame that spells darkness and despair. And as the Sacred Flame dwindles and flickers, the Accursed Flame becomes greater and more powerful, increasing its influence over the world. The danger posed by Galdera and his Accursed Flame was well known amongst old Orsterra. Artifacts like the tome From the Far Reaches of Hell or the murals within the Ruins of Eld have warned generations of people of what lies behind the Gate of Finis, of what will happen when the Sacred Flame is quenched by the darkness of the Accursed Flame. However, most of these warnings fell into oblivion, they became forgotten, just like the Gate of Finis itself - while Galdera rose in power and the magic that kept the Gate of Finis sealed started to fade.

The Fallen's Return

For a long time, Galdera had planned his return. For that, he gave birth to a daughter, Lyblac, who brought mischief and manipulation to Orsterra in an attempt to gain access to the Gate of Finis and to find someone who could serve as a vessel for Galdera, Amongst the many things she accomplished are the fall of old Hornburg, the kingdom in the mountains where the Gate was located, the creation of Redeye - which, to be honest, was more of a failure than a success - and the establishment of the Obsidians in an attempt to weaken the Sacred Flame's powers.

And Lyblac succeeded. She found the boy Kit, who could serve as a vessel to allow Galdera to enter the mortal world once more, and indeed gained access to the Gate of Finis. However, a party of brave adventurers learned about the dangers looming behind the Gate of Finis - and now it is on them to prevent Galdera from returning, or, in other words, prevent the end of the world.

The Adventurers

This encounter is recommended for level 20 characters with powerful equipment. There are multiple ways to run this encounter: You could run it like in the original game, having every player come up with two characters, one for the first phase and one for the second phase; you could have one party fight both phases back-to-back or with healing, for example through a Divine Intervention or wish spell in between, or you could team up with another DM and enough players and run this encounter as an Epic on two tables simultaneously, with one party tackling phase 1 and the other phase 2 - in this case, the progress of each party can affect how the battle goes for the other party as detailed later.

Arrival at the Gate

When the adventurers arrive at the Gate of Finis, Lyblac has just finished her ritual and the Gate of Finis swings open. She promises Kit, who has lost his parents when he was still a young child, mother and father are waiting for him behind this gate; she deceives Kit that he has to venture through the Gate to see them once more and bring them back into the world of the living. Kit does as she told him, and Lyblac follows. As the adventurers themselves enter the gate, darkness swallows them and they can hear deep rumbling followed by Galdera's voice announcing that his time has come, that he is ready to unleash his vengeance upon the world. From now on, planar travel is impossible.

"O, Father ...at last...we are together..."

Lyblac, Octopath Traveler

Stage 1: The Omniscient Eye

The characters will find themselves in front of a huge living mass of humanoid corpses surrounding a gargantuan eyeball - Galdera's Omniscient Eye. Kit can be seen trapped behind the eye as Galdera prepares to leave his prison with Kit's body as a vessel. Detect magic will detect strong necromancy magic emanating from the eye, and to characters with Divine Sense and similar features, it appears as a powerful evil presence. The fight starts as some of the corpses come to life and one of them crawls upon the eye to shield it from harm - this is a Raging Soul. During the first phase of the battle with the eye more souls will be summoned in a set order as described in the Protective Souls paragraph. During the second phase, the eye's tactics change in desperation, as instead of summoning protective souls, it tries to kill the party by itself, giving up protection for more offensive power.

Maddening Darkness. The area is filled with dim light emanating from the eye itself; if characters move further than 120 feet away from the eye, they find themselves in maddening, magical darkness. A creature that enters this area for the firsm time on a turn or starts its turn there must make a DC 20 Wisdom saving throw or suffers a short-term madness as it receives visions of its own afterlife.

The End is Coming. When the eye has activated its Mythic trait, the maddening darkness starts to overwhelm its lair. The radius of the dimly-lit area around the eye is reduced by 20 feet at initiative count 20 of each round until the entire area is engulfed in darkness. In addition, from now on, each creature that starts its turn in the darkness or enters it for the first time on a turn takes 18 (4d8) necrotic damage in addition to potentially gaining a short-term madness.

Summoning Souls.

Once the Raging Soul is defeated, at the start of its next turn, the Omniscient Eye summons both a Screaming Soul and a Wailing Soul. Once they are defeated, the eye summons all three souls at once. When these souls are no more, the eye takes one turn without summoning new souls. On its second turn after the last soul was killed, it then summons a new set of three souls. Each soul has its own turn in initiative order. The eye follows this pattern until it activates its Mythic Trait; from that point onwards, it no longer summons new souls.

Soul Shield. While there is at least one soul protecting the eye, the eye cannot be targeted by attacks and spells akin to the effect of a sanctuary spell (save DC 27) and if it is subjec-ted to an area of effect that allows it to make a saving throw to take only half damage, it takes no damage on a success and half damage on a failure.

Curse of the Afterworld. When the eye summons a set of three souls and has less than half its points remaining, it targets three creatures it can see within 300 feet of it, each of which becomes tethered to one soul and must roll a d4 and dies after a number of rounds equal to the number rolled un-less the corresponding soul was killed, ending the curse on it.

Lair Actions: The Eye's Aura

At initiative count 20 (losing initiative ties), the eye takes one of the following lair actions to create one of the following aura effects. Each of these effects lasts until initiative count 20 of the next round. The eye can use the same effect no more than twice in a row:

  • Elemental Aura. The eye emits an aura of pure elemental magic. Each creature of the eye's choice within its lair must succeed on a DC 22 Constitution saving throw or be unable to benefit from any resistance to acid, cold, fire, lightning or thunder damage until the next initiative count 20.
  • Noxious Aura. The eye emits a surge of noxious fumes. The eye's lair becomes lightly obscured and each creature of the eye's choice within its lair must succeed on a DC 22 Constitution saving throw or be poisoned until the end of its next turn.
  • Shadowy Aura. The eye releases shadowy mist with a scent of death, which whirls around its lair. Each creature of the eye's choice within its lair must succeed on a DC 22 Constitution saving throw or be blinded until the end of its next turn.
  • Deadly Aura. The eye emits a surge of necrotic mage, drawing its enemies closer to the afterlife. Each creature of the eye's choice within its lair must succeed on a DC 22 Conistution saving throw or be unable to regain hit points and unable to benefit from any resistance to necrotic damage until the next initiative count 20.

Omniscient Eye

Gargantuan Celestial, Lawful Evil


  • Armor Class 20 (natural armor); 24 (Mythic only)
  • Hit Points 656 (32d20+320)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 5 (-3) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

  • Saving Throws Int +19, Wis +19, Cha +19
  • Skills Perception + 28, Arcana +19, Religion +19, Deception +28
  • Damage Resistances fire, lightning
  • Damage Immunities necrotic, poison, psychic, bludgeoning, piercing and slashing from nonmagical weapons
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Truesight 300 feet, passive Perception 38
  • Languages all, telepathy 300 feet
  • Challenge 30

Consume Souls (Mythic Trait). If the eye drops to 0 hit points, it is not destroyed. Instead, it consumes all summoned souls to regain a total of 600 hit points and to recharge its Electrocute. From now on, the eye takes two turns in initiative order, with the second turn happening at its initiative count -10. Legendary actions only recharge at the start of its first turn of the round.
In addition, from now on, whenever the eye reduces a creature's hit point maximum, the eye regains an amount of hit points equal to the reduction. If the eye takes radiant damage, it cannot regain any hit points until the end of its next turn.

Legandary Resistance (5/day). If the eye fails a saving throw, it can choose to succeed instead.

Magic Resistence. The eye has advantage on saving throws against spells and magical effects.

Shared Vision. The eye can see through the eyes of all creatures within its lair.

Actions

Multiattack. The eye makes three attacks in any combination; although it may only use Quench the Sacred Flame once. If its Mythic trait is active, the eye can replace one of the attacks with one use of its Evil Eye.

Accursed Flame. Ranged Spell Attack, +19 to hit, range 300 feet, one target. Hit: 22 (4d10) fire damage plus 22 (4d10) necrotic damage and the target must succeed on a DC 27 Constitution saving



throw or has its hit point maximum reduced by an amount equal to the necrotic damage taken.

Touch from Beyond. Melee Spell Attack, +19 to hit, reach 30 feet, one target. Hit: 27 (6d8) cold damage plus 18 (4d8) necrotic daamge. The target must make a DC 27 Constitution saving throw. On a failure, it is pushed up to 10 feet away from the eye and has its hit point maximum reduced by an amount equal to the necrotic damage taken.

Quench the Sacred Flame (Mythic Only). Ranged Spell Attack, +19 to hit, range 300 feet, one target. Hit: 36 (8d8) cold damage. All magical and nonmagical light sources on the target are snuffed out. Depending on the current aura, the attack has one of the following effects:

  • Elemental Aura: The target takes 11 (2d10) fire damage plus another 11 (2d10) fire damage per quenched light source.
  • Noxious Aura: The target must succeed on a DC 27 Constitution saving throw or spends its action on its next turn retching and reeling.
  • Shadowy Aura: The target must succeed on a DC 27 Wisdom saving throw or takes 9 (2d8) psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from the eye. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.
  • Deadly Aura: The target takes 9 (2d8) necrotic damage plus another 9 (2d8) necrotic damage per quenched light source and must succeed on a DC 27 Constitution saving throw or has its hit point maximum reduced by an amount equal to the necrotic damage taken.

Electrocute (Recharge 5–6) The eye charges itself up and hurls unholy, otherworldly lightning bolts forth within a 120-foot cone. Each creature within the area must make a DC 27 Dexterity saving throw, taking 90 (20d8) lightning damage on a failure or half as much on a success.

Evil Eye (Mythic Only). The eye uses one of the following eye rays, either at random or chosen by the DM, targeting a creature it can see within 120 feet of it.

  • 1. Entry to the Afterworld. The target must make a DC 27 Constitution saving throw. On a failure, it takes 72 (16d8) necrotic damage, on a success it takes half as much damage. If this damage reduces the target to 0 hit points, it dies.

  • 2. Galdera's Memorial. The target must succeed on a DC 27 Constitution saving throw or takes 35 (10d6) bludgeoning damage and is restrained as it starts to turn to stone. At the end of its next turn, it must repeat the saving throw. On a failure, it becomes petrified, on a success the effect ends on it.

  • 3. Seal Magic. The target must succeed on a DC 27 saving throw using its spellcasting ability or take 35 (10d6) psychic damage and be unable to cast spells until the end of its next turn.

  • 4. Galdera's Pleasure. The target must succeed on a DC 27 Constitution saving throw or take 36 (8d8) necrotic damage and suffer crippling pain as per the

power word: pain spell. A target suffering this pain can make a DC 27 Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

Legendary Actions

The eye can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The eye regains spent legendary actions at the start of his turn.

Attack. The eye makes an attack with its Accursed Flame or with its Touch from Beyond.

Death Stare. The eye stares at a creature it can see within 120 feet of it. That creature must succeed on a DC 27 Wisdom saving throw or take 18 (4d8) psychic damage and be frightened until the end of its next turn.

Galdera's Temptation (Costs 2 Actions). The eye compels all souls to attack. Each soul can use its reaction to make one attack with advantage on the attack roll.

Grasp of the Dead (Costs 2 Actions). The eye causes skeletal arms to rise from the ground within 30 feet of it. They last until the end of the eye's next turn. Each creature in that area when the arms appear must succeed on a DC 20 Strength saving throw or take 27 (6d8) bludgeoning damage and be restrained until the arms disappear or until the eye releases them (no action required).

Torment the Cursed (Costs 3 Actions, only after applying Curse of the Afterworld). Each cursed creature must succeed on a DC 27 Constitution saving throw or takes 22 (4d10) necrotic damage and gains a level of exhaustion. Its hit point maximum is reduced by an amount equal to the damage taken. In addition, on a failed save, a creature cannot benefit from any resistance to necrotic damage until the curse ends on it.

Mythic Actions

If the eye's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Consume Souls.

Ominous Shudder (Recharge 5–6). Each creature within 120 feet of the eye must succeed on a DC 27 Charisma saving throw or is affected as if it was targeted by a 3rd-level dispel magic spell; the eye uses Charisma as its spellcasting ability.

Eye's Wrath (Costs 2 Actions). The eye uses its Evil Eye twice.

Accursed Blaze (Costs 2 Actions). The eye targets a point it can see within 300 feet of it. Each creature within 20 feet of that point must make a DC 27 Constitution saving throw, taking 22 (4d10) fire damage and 22 (4d10) necrotic damage on a failure or half as much on a success. In addition, on a failure, a creature's hit point maximum is reduced by an amount equal to the necrotic damage rolled.



Raging Soul

Medium Undead, Lawful Evil


  • Armor Class 20 (natural armor)
  • Hit Points 190 (20d8+100)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 20 (+5) 5 (-3) 12 (+1) 3 (-4)

  • Saving Throws Str +14, Dex +8, Con +11, Wis +7
  • Skills Perception + 17
  • Damage Vulnerabilities radiant
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Immunities necrotic, poison, psychic
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Petrified, Poisoned, Unconscious
  • Senses Blindsight 60 feet, passive Perception 17
  • Challenge 13

Bound. The soul cannot move more than 30 feet away from the Omniscient Eye.

Blood Frenzy. The soul has advantage on attacks against a creature that does not have all its hit points.

Turn Resistance. The soul has advantage on saving throws against abilities that turn undead.

Actions

Multiattack. The soul makes tree attacks: one with its Rake, one with its Strike of the Dead and one with its Heart Gouge.

Heart Gouge. Melee Weapon Attack, +14 to hit, reach 5 feet, one target. Hit: 17 (2d8+8) piercing damage plus 18 (4d8) necrotic damage and the soul regains hit points equal to the necrotic damage dealt.

Rake. Melee Weapon Attack, +14 to hit, reach 10 feet, one target. Hit: 21 (2d12+8) slashing damage. The target must succeed on a DC 21 Strength saving throw or is knocked prone.

Strike of the Dead. Melee Weapon Attack, +14 to hit, reach 5 feet, one target. Hit: 17 (2d8+8) bludgeoning damage and the target must succeed on a DC 21 Constitution saving throw or has its movement speed reduced to 0 until the end of its next turn.

Rend Flesh (Recharge 5–6). Each creature of the soul's choice within 10 feet of it must make a DC 21 Dexterity saving throw, taking 44 (8d8+8) slashing damage on a failure or half as much on a success.

Reactions

Rage. When a creature hits the soul with an attack, the soul can use its reaction to make an attack with its Rake against the creature. If the attack hits, the target takes an additional 13 (2d12) slashing damage.



Screaming Soul

Medium Undead, Lawful Evil


  • Armor Class 19 (natural armor)
  • Hit Points 150 (206d8+60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 5 (-3) 18 (+4) 24 (+7)

  • Saving Throws Dex +7, Con +9, Wis +10, Cha +13
  • Skills Perception + 20
  • Damage Vulnerabilities thunder
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Immunities necrotic, poison, psychic
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Petrified, Poisoned, Unconscious
  • Senses Blindsight 60 feet, passive Perception 20
  • Challenge 13

Bound. The soul cannot move more than 30 feet away from the Omniscient Eye.

Magic Resistance. The soul has advantage on saving throws against spells and other magical effects.

Actions.

Multiattack. The soul makes two attacks, one with
its Eternal Rancor and one with its Tainted Touch.

Eternal Rancor. Melee Spell Attack, +13 to hit, reach 5 feet, one target. Hit: 27 (6d8) necrotic damage and the soul regains hit points equal to the necrotic damage dealt.

Tainted Touch. Melee Spell Attack, +13 to hit, reach 5 feet, one target. Hit: 21 (6d6) poison damage. The target must succeed on a DC 21 Constitution saving throw or be poisoned until the end of its next turn.

Delayed Incantations (Recharge 5–6).. The soul starts an incantation, on which it must concentrate as if it was concentrating on a spell. At the start of the soul's next turn, one of the following effects happens depending on the eye's aura.

  • • Elemental Aura: Frozen Tomb. One creature of the soul's choice within 120 feet of it must make a DC 21 Constitution saving throw. On a failure, the creature takes 90 (20d8) cold damage and becomes restrained by ice for 1 minute or until it or another creature takes an action to break off the ice. On a success, it takes half as much damage and is not restrained.


  • Noxious Aura: Contagion. Each creature of the soul's choice within 60 feet of it must make a DC 21 Constitution saving throw. On a failure, a creature takes 54 (12d8) poison damage and becomes poisoned until the end of its next turn if it isn't already.

  • Shadowy Aura: Whispers of the Dark. One creature of the soul's choice within 120 feet of it must make a DC 21 Charisma saving throw. On a failure, it takes 70 (20d6) psychic damage and becomes frightened until the end of its next turn. While frightened in this way, a creature also is paralyzed. On a success, it takes half as much damage and is not frightened.

  • Deadly Aura: Death's Kiss. One creature of the soul's choice within 120 feet of it must succeed on a DC 21 Wisdom saving throw or falls unconscious for minute. While unconscious, the creature, in its mind, experiences its own death, leaving it heavily traumatized. If another creature uses an action to

attempt to awaken the unconscious creature, it can repeat the saving throw and if it succeeds, it wakes up.

Self-Immolation (only below 50 HP). The soul bulges and screams as it is about to burst. At the start of its next turn, the soul violently explodes. Every creature of the soul's choice within 30 feet of it must make a DC 21 Dexterity saving throw, taking 90 (20d8) fire damage on a failure or half as much on a success.

Bonus Actions

Thunderous Scream. The soul unleashes a deafening scream in a 30-feet cone. Each creature within that area must make a DC 21 Constitution saving throw. On a failure, a creature takes 18 (4d8) thunder damage and is deafened until the end of its next turn, on a success it takes half as much damage and is not deafened.



Wailing Soul

Medium Undead, Lawful Evil


  • Armor Class 18 (natural armor)
  • Hit Points 150 (20d8+60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 5 (-3) 18 (+4) 20 (+5)

  • Saving Throws Dex +8, Con +9, Wis +10, Cha +11
  • Skills Perception + 20
  • Damage Vulnerabilities acid
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Immunities necrotic, poison, psychic
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Petrified, Poisoned, Unconscious
  • Senses Blindsight 60 feet, passive Perception 20
  • Challenge 11

Bound. The soul cannot move more than 30 feet away from the Omniscient Eye.

Turn Resistance. The soul has advantage on saving throws against abilities that turn undead.

Wails of the Grave. Each creature that starts its turn within 30 feet of the soul must make a DC 19 Wisdom saving throw. On a failure, it takes 18 (4d8) necrotic damage and has disadvantage on death saving throws until the start of its next turn as it struggles to remain footed in the mortal world. The soul regains hit points equal to the necrotic damage dealt.

Actions

Multiattack. The soul uses its Debilitate and
makes two attacks: one with its Decompose
and one with its Decay.

Decay. Ranged Spell Attack, +11 to hit, range 120
feet, one target. Hit: 27 (6d8) necrotic damage. The soul regains hit points equal to the necrotic damage dealt.

Decompose. Melee Spell Attack, +11 to hit, reach 5 feet, one target. Hit: 25 (10d4) acid damage and the target's Strength score is reduced by 1d4. If the target's Strength score drops to 0, it dies.

Debilitate. Each creature of the soul's choice within 30 feet of it must succeed on a DC 19 Constitution saving throw or is under the effect of a ray of enfeeblement spell until the end of its next turn.

Contaminate (Recharge 5–6). The soul targets one creature, which must make six DC 19 saving throws, one with each ability score. Depending on which saving throws it fails, it suffers the following conditions:

• Strength: prone
• Dexterity: restrained
• Constitution: poisoned
• Intelligence: incapacitated
• Wisdom: charmed
• Charisma: frightened

These conditions last for 1 minute each or until the soul dies. The creature can repeat the saving throws at the end of each of its turns, ending the respective condition(s) on itself.

Self-Immolation (only below 50 HP). The soul bulges and screams as it is about to burst. At the start of its next turn, the soul violently explodes. Every creature of the soul's choice within 30 feet of it must make a DC 21 Dexterity saving throw, taking 90 (20d8) fire damage on a failure or half as much on a success.

The Souls' Weaknesses

Each soul has a vulnerability to a specific damage type noted in its statblock. You can either run them as written with just these weaknesses, or you could run them more akin to how they worked in the original game. In this case, when the eye starts summoning three souls at once, they start out with the vulnerability noted in the statblock, but whenever a soul takes damage, it changes its weakness in the following order:

1 2 3 4 5 6
Acid Cold Radiant Fire Thunder Lightning

This means, a soul with a vulnerability to cold changes its vulnerability to fire and one with a vulnerability to radiant changes its vulnerability to acid damage. If you use these mechanics, you might want to adjust the souls' hit points depending on the damage types your party can effectively use.

The Eye's Defeat and Galdera's Ascension

When the Omniscient Eye is defeated, it, the darkness surrounding it withdraws to its original position (provided it closed in as described in Revelation of the Afterlife) and any corpses stop moving. The eye itself remains open, but becomes pale and empty, Kit can no longer be seen trapped behind it. Any magic that previously was present seems to have faded away. Divine Sense and similar features will only reveal that the area itself is desecrated.

The darkness that surrounds the area the party that will face Galdera himself is in (which could be the same party that fought the Omniscient Eye, then this will be in the area the eye was fought in) starts to swirl wildly, and the ground starts to shake. A detect magic spell will sense a very strong presence of necromancy magic combing from beneath the ground and from the darkness, and characters with Divine Sense or similar abilities will start feeling a powerful evil, unholy presence somewhere between a celestial and an undead - more powerful than the eye's presence. Eventually cracks start forming, through which darkness seeps. And then, as the ground finally breaks apart, Galdera takes form in front of the characters, which are all standing on a large remaining piece of ground and, unless they are flying, must succeed on a DC 15 Dexterity saving throw or are knocked prone.

Stage 2: Galdera Himself

The characters find themselves on a crumbling platform, around 120 feet in diameter, floating above a dark, infinite abyss. From said abyss, Galdera himself rises, with Lyblac having merged into his gargantuan, vaguely dragon-shaped, armored body. Galdera looms over the platform in such a way that Lyblac as well as his Abyssal Maw and his Blade of the Fallen can reach the party with their attacks and spells respectively. Galdera is free to move around the platform, but can never get onto it as he is simply too big, the lower end of his body disappears in the abyss below. There are other smaller platforms floating around as well to which characters may jump or fly, allowing characters to reach positions up to roughly 240 feet away from the starting platform.

The area is filled with dim light, but if a character moves too far away, they will find themselves in maddening darkness similar to the darkness around the eye's lair.

One Monster, Multiple Parts

While Galdera himself is one single, enormous creature, he has multiple body parts or extremities - the Abyssal Maw, Lyblac and his Blade of the Fallen that can be targeted separately, can be subject to status conditions and have separate statblocks and separate turns in initiative order. They all share a pool of legendary resistances with Galdera and move around together with Galdera on his own turn.

As long as all his extremities are alive, Galdera himself does not attack. He starts attacking once one of his body parts has died and increases his offensive whenever another one dies. Once two of them have died, he starts using legendary actions as well.

Abyssal Maw. The gaping maw of Galdera's horned head, with nothing but darkness in it, is known as the Abyssal Maw. It can use a breath weapon akin to that of a mighty dragon, consume another creature's spell slots to restore itself and can spell a dread curse upon its enemies to prevent them from using magic.
Once either the Blade of the Fallen or Lyblac has died, the Abyssal Maw will use its Elemental Dominance to empower its next breath weapon.

Lyblac. Galdera's daughter has become a part of him once more. She has not lost any of her power though, she still is a fearsome spellcaster. She can cast spells that have a range of self and therefore would normally target only herself on Galdera himself and on Galdera's other body parts, which allows her to empower the Blade of the Fallen with her smite spells.
Once either the Abyssal Maw or the Blade of the Fallen has died, Lyblac will use her Auspices of the Fallen to buff the remaining extremity.

Blade of the Fallen. Wielded by Galdera's left hand, this massive, wickedly curved and always blood-dripping blade is his main weapon. It has magic similar to that of a vorpal sword, and due to its sheer size, can sweep through multiple creatures close to each other at once.
Its Sweep ability grows in power whenever another body part dies, and once both Lyblac and the Blade of the Fallen have died it will use its Wanton Bloodshed to empower itself.



Galdera, the Fallen

Gargantuan Celestial, Lawful Evil


  • Armor Class 25 (natural armor)
  • Hit Points 1025 (50d20+500)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
30 (+10) 5 (-3) 30 (+10) 16 (+3) 24 (+7) 30 (+10)

  • Saving Throws Str +19, Con +19, Wis +16, Cha +19
  • Skills Perception + 28, Arcana +19, Religion +19, Deception +28, Intimidation +19
  • Damage Resistances fire, lightning
  • Damage Immunities necrotic, poison, psychic, bludgeoning, piercing and slashing from nonmagical weapons
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Truesight 300 feet, passive Perception 38
  • Languages all, telepathy 300 feet
  • Challenge 30

Colossal. Galdera is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks by himself; ony his Blade of the Fallen can make opportunity attacks.
In addition, whenever Galdera himself makes a weapon attack, regardless of whether the attack hits or misses, each creature within 10 feet of the attack's target other than Galdera himself must succeed on a DC 20 Dexterity saving throw or takes half the attack's damage.

Innate Spellcasting. Galdera's spellcasting ability is Charisma (spell save DC 27). He can innately cast the following spells, not requiring any components:

  • at will: bestow curse, hex
  • 3/day: spirit guardians (necrotic), shadow of moil
  • 1/day: divine word, finger of death

Legendary Resistance (10/day). If Galdera fails a saving throw, it can choose to succeed instead.

Magic Resistance. Galdera has advantage on saving throws against spells and magical effects.

Actions

Multiattack (Only once either the Abyssal Maw, Lyblac or the Blade of the Fallen has died). Galdera can use his World-Ending Presence. He then makes one attack if one of his body parts got killed, two attacks in any combination if two parts have been killed or three attacks in any combination if all three body parts got killed.

Accursed Flame (Only once either the Abyssal Maw, Lyblac or the Blade of the Fallen has died). Ranged Spell Attack, +19 to hit, range 300 feet, one target. Hit: 22 (4d10) fire damage plus 22 (4d10) necrotic damage

and the target must succeed on a DC 27 Constitution saving throw or has its hit point maximum reduced by an amount equal to the necrotic damage taken.

Exterminate (Only once either the Abyssal Maw, Lyblac or the Blade of the Fallen has died). Melee Weapon Attack, +19 to hit, reach 20 feet, one target. Hit: 36 (4d12+10) bludgeoning damage and the target must succeed on a DC 27 Strength saving throw or be knocked prone.

Crushing Death (Only when all body parts have died). Melee Weapon Attack, +19 to hit, reach 20 feet, one target. Hit: 28 (4d8+10) bludgeoning damage plus 22 (4d10) necrotic damage and the target must succeed on a DC 27 Constitution saving throw or its movement speed becomes 0 until the end of its next turn and it has its hit point maximum reduced by an amount equal to the necrotic damage taken.

Shadowy Aura. The area within 120 feet of Galdera becomes lightly obscured by swirling shadows and each body part can either end one spell affecting it or is cured of the paralyzed, stunned or incapacitated condition.

Augmentation. Galdera targets the Blade of the Fallen or the Abyssal Maw. Until the end of its next turn, the Blade of the Fallen or the Abyssal Maw deals an additional 18 (4d8) necrotic damage with its attacks.

World-Ending Presence. Each creature of Galdera's choice he can see within 300 feet of him must make a DC 27 Wisdom saving throw. On failure, it becomes frightened of Galdera for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Galdera's World-Ending Presence for the next 24 hours.

Eternal Void (Recharge 5–6; Only when all body parts have died). All magical and nonmagical light sources within 120 feet of Galdera are snuffed out and the area becomes filled with magical darkness until the end of Galdera's next turn. In addition, each creature within the area must make a DC 27 Constitution saving throw, taking 72 (16d8) necrotic damage on a failure or half as much on a success.

Bonus Actions.

Create Soul (Only when all body parts have died). Galdera only uses this bonus action after having successfully used its Banish Soul legendary action. Galdera summons a Raging Soul, a Wailing Soul or a Screaming Soul (check out chapter Phase 1 for the statblock). The soul's hit point maximum equals the hit point maximum of the creature Banish Soul was used on and takes its own turn in initiative. While the soul is alive, the creature Banish Soul was used on must succeed on a DC 27 Constitution saving throw at the end of each of its turns or gain a level of exhaustion, as its connection to its soul fades and it advances towards the afterlife.



Temptation of the Fallen (Only when one of either the Blade of the Fallen or Lyblac has died). Galdera channels some of his dark powers into either Lyblac or the Blade of the Fallen, depending on which one is still alive. The next time Lyblac uses Decelerate or the Blade of the Fallen makes an attack with its Soul Tear, it hits all creatures within range or reach respectively.

Reactions

Veil of Darkness. Galdera takes this reaction after the first of his extremities has died, and again after the second has died. Each remaining body part gains 60 temporary hit points and, while it has these temporary hit points, it gains a +2 bonus to its AC and has resistance to radiant damage.

Legendary Actions

Galdera can take 3 legendary actions, choosing from the options below. He uses one legendary action per round when two of his body parts have died, and uses all of them once all body parts have died. Only one legendary action option can be used at a time and only at the end of another creature's turn. Galdera regains spent legendary actions at the start of his turn.

Attack. Galdera makes one attack with its Accursed Flame, Exterminate or Crushing Death.

Cast a Spell. Galdera casts one of his spells.

Accursed Blaze (Costs 2 Actions). Galdera targets a point it can see within 300 feet of it. Each creature within 20 feet of that point must make a DC 27 Constitution saving throw, taking 22 (4d10) fire damage and 22 (4d10) necrotic damage on a failure or half as much on a success. In addition, on a failure, a creature's hit point maximum is reduced by an amount equal to the necrotic damage rolled

Banish Soul. (Costs 2 Actions). Galdera targets a creature he can see within 60 feet of him. That creature must make a DC 27 Charisma saving throw. On a failure, the creature is pulled into a void of blackness as if it was banished, and becomes incapacitated. At the end of its next turn, the creature reappears in the space it has left or in the nearest unoccupied space, and must succeed on a DC 27 Constitution saving throw or gain two levels of exhaustion as parts of its soul have been ripped out of it.

Impending Doom (Costs 2 Actions). Galdera attempts to recharge his Eternal Void, and the next time he uses Eternal Void within the next minute, it deals an additional 27 (8d8) necrotic damage and each creature that fails its saving throw will become restrained until the end of its next turn by swirling shadows and skeletal hands reaching up from the ground.



Abyssal Maw

Huge Monstrosity, Lawful Evil


  • Armor Class 19 (natural armor)
  • Hit Points 310 (20d12+160)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 27 (+8) 7 (-2) 11 (0) 27 (+8)

  • Saving Throws Str +16, Con +17, Cha +17
  • Damage Immunities necrotic, poison, psychic, bludgeoning, piercing and slashing from nonmagical weapons
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Petrified, Poisoned, Prone, Unconscious

Shared Legendary Resistance. If the Abyssal Maw fails a saving throw, Galdera can use one of his Legendary Resistances to cause the Abyssal Maw to succeed instead.

Actions

Multiattack. The Abyssal Maw makes one attack with its

bite and uses either its Consume Aether or its Dark Flame's Curse or, if available, its Elemental Dominance.

Bite. Melee Weapon Attack, +16 to hit, reach 15 feet, one target. Hit: 27 (3d12+7) piercing damage. The damage dealt by this attack increases by 1d12 once either Lyblac or the Blade of the Fallen has died, and by another 1d12 once both are slain.

Consume Aether. Each creature that has spell slots and is within 60 feet of the Abyssal Maw must make a DC 25 Constitution saving throw. On a failure, a creature loses a spell slot of a random level and the Abyssal Maw regains hit points equal to five times the spell slot's level.

Dark Flame's Curse. The Abyssal Maw targets one creature within 60 feet of it and utters dread words. That creature must succeed on a DC 25 Wisdom saving throw or is cursed and starts burning with cold, dark flames. While cursed in this way, it takes 18 (4d8) necrotic damage at the start of each of its turns, and when it attempts to cast a spell, it first must succeed on a DC 25 saving throw using its spellcasting ability or the spell fails. The curse can be removed with a remove curse spell and also ends when the Abyssal Maw is slain or when the Abyssal Maw's concentration is broken as if it was concentrating on a spell.



Breath of the Fallen (Recharge 5–6). The Abyssal Maw uses one of the following breath weapons:

  • Hell's Thunder. The Abyssal Maw lets out a thunderous roar within a 120-feet cone. All creatures within that area must make a DC 25 Constitution saving throw, taking 72 (16d8) thunder damage on a fail or half as much on a success. In addition, on a failure, a creature is deafened until the end of its next turn.
  • Frozen Hell. The Abyssal Maw breathes freezing winds within a 90-feet cone. All creatures within that area must make a DC 25 Constitution saving throw, taking 72 (16d8) cold damage on a failure or half as much on a success. In addition, on a failure, a creature's movement speed is halved until the end of its next turn.
  • Hellfire. The Abyssal Maw breathes fire within a 300-feet line that is 10 feet wide. Each creature within that area must make a DC 25 Dexterity saving throw, taking 42 (12d6) fire damage and 42 (12d6) necrotic damage on a failure or half as much on a success. In addition, on a failure, a creature's hit point maximum is reduced by an amount equal to the necrotic damage taken.

Elemental Dominance (Only when Lyblac or the Blade of the Fallen are slain). The Abyssal Maw recharges its breath weapon and the next time it uses its breath weapon, creatures cannot benefit from any resistance to the damage dealt by it.



Lyblac

Medium Undead, Lawful Evil


  • Armor Class 17 (natural armor)
  • Hit Points 210 (20d8+120)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 22 (+6) 22 (+6) 24 (+7) 27 (+8)

  • Saving Throws Con +17, Wis +16 Cha +17
  • Damage Immunities necrotic, poison, psychic, bludgeoning, piercing and slashing from nonmagical weapons
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Petrified, Poisoned, Prone, Unconscious

Part of a Whole. Lyblac can concentrate on two spells at once and her spells with a range of self can target Galdera himself or his other body parts instead of Lyblac herself.

Shared Legendary Resistance. If Lyblac fails a saving throw, Galdera can use one of his Legendary Resistances to cause Lyblac to succeed instead.

Spellcasting. Lyblac is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 25). She can cast the following spells:

  • Cantrips (at will): chill touch, guidance, mind sliver, thaumaturgy, vicious mockery
  • 1st level (4 slots): bane, sanctuary, shield, searing smite, wrathful smite
  • 2nd level (3 slots): dissonant whispers, spiritual weapon, Tasha's mind whip, wither and bloom
  • 3rd level (3 slots): bestow curse, counterspell, spirit guardians (necrotic)
  • 4th level (3 slots): Raulothim's psychic lance, shadow of moil, staggering smite
  • 5th level (3 slots): dominate person, synaptic static
  • 6th level (2 slots): circle of death, mass suggestion
  • 7th level (2 slots): finger of death, crown of stars
  • 8th level (1 slot): glibness, holy aura
  • 9th level (1 slot): time ravage

Turn Resistance. Lyblac has advantage on saving throws against abilities that turn undead.

Stygian Sorcery. When Lyblac casts a spell that deals damage, she can change the spell's damage type to fire or necrotic.

Actions

Multiattack. Lyblac casts one spell with a casting time of one action and uses Deceleration or Soul Healing or, if available, its Auspices of the Fallen.

Deceleration. Lyblac targets one creature within 120 feet of her. The target must make a DC 25 Constitution saving throw. On a failure, it takes 36 (8d8) necrotic damage and is under the effect of a slow spell until the end of its next turn. On a success, it takes half as much damage without any other effects.

Soul Healing. Lyblac targets the Blade of the Fallen or the Abyssal Maw, which regains 48 (9d8+8) hit points and has any curse affecting it removed.

Auspices of the Fallen (Only when the Abyssal Maw or the Blade of the Fallen are slain). Lyblac targets the remaining body part, which gains the effects of a haste spell (no concentration required) and can immediately use its reaction to make one weapon attack against a target within range.



Blade of the Fallen

Huge Construct, Lawful Evil


  • Armor Class 21 (natural armor)
  • Hit Points 330 (20d12+180)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
28 (+9) 25 (+7) 28 (+9) 12 (+1) 16 (+3) 7 (-2)

  • Saving Throws Str +19, Dex +17, Cha +8
  • Damage Immunities necrotic, poison, psychic, bludgeoning, piercing and slashing from nonmagical weapons
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Petrified, Poisoned, Prone, Unconscious

Shared Legendary Resistance. If the Blade of the Fallen fails a saving throw, Galdera can use one of his Legendary Resistances to cause the Blade of the Fallen to succeed instead.

Vorpal Blade. If the Blade of the Fallen scores a critical hit, the target must succeed on a DC 20 Constitution saving throw or drops to 1 hit point, unless the damage dealt by the attack is enough to knock it unconscious or to kill it.

Actions

Multiattack. The Blade of the Fallen makes two attacks with its Soul Tear. It can use its Dark Blade's Curse in place of one of these attacks. Once both the Abyssal Maw and Lyblac are slain, it makes a third attack its Wanton Bloodshed.

Soul Tear. Melee Weapon Attack, +18 to hit, reach 30 feet, one target. Hit: 27 (3d12+7) slashing damage plus 11 (2d10) necrotic damage. The target must succeed on a DC 26 Constitution saving throw or has

its hit point maximum reduced by an amount equal to the necrotic damage taken. The necrotic damage dealt by this attack increases by 1d10 once either the Abyssal Maw or Lyblac has died, and by another 1d10 once both are slain.

Wanton Bloodshed (Oonly when the Abyssal Maw and Lyblac are slain). Melee Weapon Attack, +18 to hit, reach 30 feet, one target. Hit: 27 (3d12+7) slashing damage and the target must make a DC 26 Wisdom saving throw or is under the effect of a compelled duel spell (no concentration required) for 1 minute or until the Blade of the Fallen dies.

Dark Blade's Curse. The Blade of the Fallen targets one creature within 30 feet of it. That creature must succeed on a DC 26 Wisdom saving throw or is cursed and starts feeling searing pain as if a thousand blades were cutting it. While cursed in this way, a creature takes 18 (4d8) slashing damage at the start of each of its turns and deals only half damage with its weapon attacks. The curse can be removed with a remove curse spell and also ends when the Blade of the Fallen is slain or when the Blade of the Fallen's concentration is broken as if it was concentrating on a spell.

Sweep (Recharge 5–6). The Blade of the Fallen makes a wide sweep, attempting to hit everything within a 30-feet cone. Each creature within the area must make a DC 26 Dexterity saving throw, taking 27 (3d12+7) slashing damage on a failure or half as much on a success.

If the Abyssal Maw or the Blade of the Fallen are slain, this action turns into Mighty Sweep: The damage increases to 40 (5d12+7) and creatures who fail the saving throw are knocked prone.

If both other body parts are slain, this action turns into Almighty Sweep: The damage increases to 53 (7d12+7) and creatures who fail the saving throw are hurled up to 60 feet away, landing prone.

Lair Actions: Galdera's Prison

At initiative count 20 (losing initiative ties), Galdera takes one of the following lair actions to create one of the following effects, representing him gaining strength and attempting to shatter his prison; Galdera cannot use the same effect twice in a row:

  • Maelstrom of Darkness. Galdera creates a 40-foot-radius, 20 feet high maelstrom of magical darkness centered on a point within 300 feet of him. Any creature within the area must succeed on a DC 20 Strength
    saving throw or is pulled into the center of the
    maelstrom. Any platform fully within the area of the maelstrom is pulled towards the maelstrom's center following a circular pattern. The maelstrom's area counts as difficult terrain.
  • Shatter. Galdera targets a smaller platform, not more than 20 feet in diameter, within 300 feet of him. The platform starts to crack and any creature on it must succeed on a DC 20 Dexterity saving throw or is knocked prone. On the next initiative count 20, the platform shatters and disappears, causing any creature on it that is not flying to fall.
  • Crash. Galdera moves a small platform within 300 feet of him that is not more than 20 feet in diameter up to 60 feet in a direction of his choice, or a bigger platform as big as a quarter of the main platform up to 30 feet in a direction of his choice. If the platform collides with another one, each creature within 10 feet of the point of collision must succeed on a DC 20 Dexterity saving throw or takes 18 (4d8) bludgeoning damage and is knocked prone. In addition, a platform up to the size of a quarter of the main platform that has been involved in a crash thrice will start to form cracks and shatters at the next initiative count 20.
  • Fissure (Only once two of its body parts got killed). Galdera attacks the main platform, attempting to smash it. The platform trembles and shakes and a crack starts to form, from one side to the other side of the platform. At the next initiative count 20, the platform splits into two along that crack, with a 10-foot gap separating the two parts. Any creature on the platform must make a DC 20 Dexterity saving throw or be knocked prone. Any creature that is within 5 feet of the crack when the platform splits and that is not flying must make another DC 20 Dexterity saving throw or falls.
    Galdera can use this lair action again on the two halves of the main platform, causing them to split again.

Galdera's Defeat

Once Galdera himself has been defeated, the darkness starts to fade, pushed aside by rays of bright light. Galdera, being a god, can never be truly slain, but at least he has been sealed away again, this time in a severely weakened state, and won't have a chance of wreaking havoc ever again, or at least not for a few thousands of years. The light shines brighter and brighter, and eventually the players find themselves again in front of the Gate of Finis, with a weakened Kit standing next to them. The Gate of Finis slowly closes behind them while a faint wail of Galdera, who fell again today, can be heard - to be never opened again.

Running the Encounter as an Epic

Due to this encounter having two phases that are completely separate from each other, it can be run as an Epic on two tables. This means two DMs run one phase each, simultaneously, with a different party - both phases are fight at the same time, almost as if it was one gargantuan creature with two weak points: the Omniscient Eye and its physical body. In some way this also mimics how the actual fight in the original game might have happened and provides an explanation for why in the original game different characters have to be used for the two different phases.

If the encounter is run as an epic, both parties should start at roughly the same time, and the DMs should be aware of what happens on the other table to some extent - events on one table may be used as triggers for events on the other table. Some suggestions for events that can happen in this way are as follows:

Galdera, the Fallen

The Omniscient Eye uses Curse of the Afterworld. The eye is weakened now, but also more angry, and so is Galdera.

  • The Blade of the Fallen uses one of its attacks on its next turn to strike the ground, resulting in the same effect as if Galdera had used the Fissure lair action.
  • The Abyssal Maw uses its action on its next turn to make a Bite attack against each creature in reach.

The Omniscient Eye enters its Mythic phase. When the eye enters its Mythic phase, Galdera himself on the other table will certainly feel it and may react in one of the following ways:

  • Darkness starts to close in around Galdera himself as it does around the eye, reducing the size of the available area, as described in The End is Coming (page 3).
  • Galdera uses its Veil of Darkness reaction if he still has body parts left.

The Omniscient Eye dies. The death of the Omniscient Eye weakens Galdera significantly, his fate is almost sealed.

  • Galdera and all his extremities are considered blinded from now on.
  • Galdera can no longer use his Eternal Void or its Create Soul.
  • A maelstrom of darkness appears centered on Galdera himself, working as described in the lair action, and remains there until Galdera dies. The maelstrom's radius increases by 20 feet at initiative count 20 each round, as Galdera fights against his own collapse and the collapse of his dark realm within his prison plane.

The Omniscient Eye

The Abyssal Maw dies. When the Abyssal Maw dies, the Omniscient Eye loses some of its elemental prowess, but also becomes enraged.

  • The eye can no longer activate its Elemental Aura.
  • A Raging Soul can make one additional attack as part of its Multiattack action.

Lyblac dies. When Lyblac dies, the Omniscient Eye's dark magic grows weaker, but the souls summoned by it become even wilder.

  • The eye can no longer activate its Shadowy Aura.
  • A Wailing Soul can make an additional attack as part of its Multiattack action.

The Blade of the Fallen dies. The Blade of the Fallen's death causes tortured souls to scream as if they were hit by a thousand blades.

  • The eye can no longer activate its Deadly Aura.
  • A Screaming Soul can make an additional attack as part of its Multiattack action.

Galdera's last body part dies. Regardless of what body part survived the longest, its fall causes the eye's wrath to reach its peak.

  • The eye uses its next action to use its Evil Eye against each creature in range, even if it is not in its Mythic phase yet.

Galdera dies. With Galdera's death, the eye loses its body, it has basically nothing that would support it any longer, its death is unavoidable.

  • If the eye has not yet reached its Mythic phase, it immediately uses its Mythic trait Consume Souls.
  • A maelstrom of darkness appears centered on the eye, working as described in the lair action, and remains there until the eye enters its Mythic phase or until it dies.
  • The eye no longer regains hit points when it reduces a creature's hit point maximum while in its Mythic phase.
  • The platform cracks and will fall apart on the next initiative count 20 as described in Galdera's fissure lair action.

Of course not everything needs to happen, choosing only one or two bullets to happen is perfectly fine and usually the best way anyways - just make sure that players have fun and that you don't overwhelm them.

Galdera,

the

Fallen

People love epic boss battles in D&D as well as in video games. Galdera, the true big bad behind the events of Octopath Traveler and secret boss of said game, is well-known for being a particularly challenging enemy - all eight travelers fight him together, divided into two parties of four, one for each of his two forms.

This homebrew document attempts to recreate this epic boss battle in DnD 5e as faithfully as possible, but still with many changes to both remove some of the unfair moments Galdera is infamous for, and to make it work within the rules and framework of a tabletop game.

To have a chance in this epic battle, a party of powerful level 20 characters is recommended - or even two separate parties like in the original game, one for each stage of the fight.

Cover Art: anocurry (front), Squadala33 (back)
Sprites: ripped by zMega64, © Square Enix

 

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