In the Light of Dead Gods
Welcome to Endgame
The heroes of Astreia have braved impossible odds to reach this point, but they were unable to stop Duke Cassius' plot to devastate the sun god Atar and steal his divine essence. They have reached Atar's divine sanctum, the pocket plane known as the Godsend, with a single desperate plan: to help their ally, young Empress Lyra, activate the Sol Valtiva — the ancient superweapon designed to kill gods, which can only be operated by a member of her family.
But despite her determination to help, the inexperienced Lyra isn't quite sure how to activate the Sol Valtiva. And besides, Cassius has their family's sacred necklace, the Promise of Dawn — the Sol Valtiva's firing key. The final hurdle: Activating the Sol Valtiva consumes one's life force. Is the Empress ready to potentially give her life for the world? Can the party protect her as she does, standing in the face of a god?
And if their plan works, and they save the world... is there any way to save their friend?
To Restore the Dawn
The party's final battle will consist of 2, potentially 3 phases, with a transition between phases 1 and 2.
- Phase 1: The Sun Thief's Repose. Cassius' mortal mind is overwhelmed by his nascent omniscience, spread thin across the world; he is essentially asleep. However, even a slumbering god is a force to be reckoned with, and his power as master of the Godsend means the party must contend with surprising hazards as they attempt to retrieve the Promise of Dawn from around the sleeping god's neck.
- Phase 1.5: The Sun Thief's Hubris. When the Promise of Dawn is removed, Cassius awakes. Not taking the threat of the party and his niece seriously, Cassius toys with them, flexing his omnipotence and nigh invulnerability to break their spirits.
- Phase 2: The Sun Thief's Wrath. The Sol Valtiva has wounded him, and Cassius is fighting to hold onto the divine power he wields. The party must break his dominion over the power of Atar before he once again masters it completely.
- Phase 3: To a Future Of Our Own (Optional). With Cassius defeated, the world is saved. If the party refuses to stand by as their friend's life is consumed by the divine weapon, however, the battle is not quite over. Choosing to unseal the Sol Valtiva means the ancient weapon can be fought and destroyed — potentially before it's too late for Lyra. But this will mean that the world will lose its only defense against any further hostile deities. And the weapon has its own defensive systems...
The Sun Thief's Repose
Medium god, lawful evil
- Armor Class: 23 (divinity)
- Hit Points: —
- Speed: 0 ft
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 26 (+8) 24 (+7) 26 (+8)
- Saving Throws Succeeds on all saving throws
- Damage Resistances all
- Damage Immunities fire, radiant
- Condition Immunities all
- Senses truesight 120 ft, passive Perception 25
- Challenge —
In this state, Cassius is not a combatant as much as an invulnerable objective with innate defenses.
Traits
Divine Stasis. While in this quasi-unconscious state, Cassius cannot be moved from his position. He automatically succeeds on all saving throws. He is unaware of creatures within 120 feet of him unless they touch him or the Promise of Dawn. At the start of each of his turns, he regains all hit points and ends any conditions or effects affecting him.
Promise of Dawn. Around Cassius' neck hangs a necklace that radiates true sunlight. The Promise of Dawn is the sacred treasure of the Yhorian royal family, the divine anchor that connects their bloodline to the pact with Atar and the Sol Valtiva.
A creature adjacent to Cassius can use an action to attempt to remove the Promise of Dawn. The creature must succeed on a DC 23 Dexterity (Sleight of Hand) or DC 20 Strength (Athletics) check. On a failure, the attempt fails, the creature takes 10 (3d6) radiant damage, and the Godsend triggers an additional lair action at next initiative count 20.
On a success, Cassius awakens in 1d4 turns, or 1d4+1 turns if the necklace was removed with a successful Sleight of Hand check.
Presence of a God. Cassius radiates unconscious, crushing pressure. When a creature that can see Cassius starts its turn within 60 feet of him, or enters that area for the first time each turn, it must make a DC 18 WIS save. On a success, the creature resists the pressure this turn and can move and act normally. On a failure, the creature's speed is reduced by 15 feet, and if it ends its turn closer to Cassius than where it started, it takes 4 (1d6) psychic damage.
Lair Actions
On initiative count 20 (losing ties), one of the following lair actions occurs:
Radiant Ward. A 10-foot radius sphere of hard light forms on a point within 100 feet of Cassius and lasts until the start of the next round. Creatures inside the sphere cannot see outside the sphere and vice versa. Creatures other than Cassius or his guardians treat it as difficult terrain. A creature that enters the area for the first time on a turn takes 7 (2d6) radiant damage.
Judgment Gaze. A blazing eye of light opens above a creature. The creature must make a DC 17 WIS saving throw. On a failure it takes 14 (4d6) radiant damage and its next attack roll is made at disadvantage. On a success it takes half damage.
O Praise. Each creature within 30 feet of Cassius must succeed on a DC 17 WIS save or be forced to fall prone, compelled to kneel. It can't stand up until the end of its next turn. A creature that succeeds on its save instead has its speed reduced by 10 feet until the end of its next turn.
Echo of Divinity. The consciousness of a nascent god brushes a single mind. A creature within 60 feet of Cassius must make a DC 17 INT saving throw. On a failure, it takes 16 (3d10) psychic damage and is overwhelmed by visions; it must skip either its action or movement next turn. On a success, it takes half damage.
Cassius is also defended by his latent power: The Sun Warden, a construct of light meant to disrupt interlopers, as well as several Corona Fragments, shards of the god's divinity and sunlight.
Corona Fragment
small celestial, unaligned
- Armor Class: 16 (natural armor)
- Hit Points: 18 (4d6+4)
- Speed: 0 ft, fly 40 ft (hover)
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 12 (+1)
- Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities prone, grappled, restrained, poisoned, charmed, frightened
- Senses truesight 60 ft, passive Perception 11
Traits
Brilliance. The Fragment sheds bright light in a 15-foot radius and dim light for 15 feet beyond that. Creatures that start their turn within 5 feet of the Fragment, or that move adjacent to it for the first time this turn, must succeed on a DC 14 CON save or have disadvantage on their next attack roll before the end of their turn.
Light Swarm. The divine power of Cassius naturally maintains a swarm of these Fragments. While the Promise of Dawn is on Cassius, his power attempts to keep up to 4 Corona Fragments active at once. On initiative count 20, losing initiative ties, if there are fewer than 4 Fragments on the battlefield, one destroyed Fragment reforms in an unoccupied space of bright light.
Actions
The Fragment uses Flicker Burst, if available. It then makes a Radiant Ray attack.
Radiant Ray. Ranged Spell Attack: +7 to hit, range 60 ft, one target. Hit: 7 (2d6) radiant damage.
Flicker Burst (Recharge 5-6). The Fragment sharply flares its light. Each creature of its choice within 10 feet must make a DC 14 DEX save, taking 10 (3d6) radiant damage on a failed save, or half as much on a success.
Sun Warden
large celestial, unaligned
- Armor Class: 18 (natural armor)
- Hit Points: 102 (12d10 + 36)
- Speed: 30 ft, fly 30 ft (hover)
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 14 (+2)
- Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities prone, grappled, restrained, poisoned, charmed, frightened
- Senses darkvision 60 ft, passive Perception 12
Traits
Brilliant Affinity. While in bright light, the Sun Warden has advantage on saving throws vs. spells.
Actions
Multiattack. The Sun Warden makes two attacks with its Radiant Blade. It can replace one of these attacks with Solar Pulse if available.
Radiant Blade. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) radiant damage.
Solar Pulse (Recharge 5-6). The Warden releases a short, searing blast of light. Each creature within a 30-foot cone originating from the Sun Warden must make a DC 16 CON save, taking 18 (4d8) radiant damage on a failed save, or half as much on a success.
The Sun Thief's Hubris
Medium god, lawful evil
- Armor Class: 23 (divinity)
- Hit Points: 300
- Speed: 30 ft, fly 30 ft (hover)
STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 20 (+5) 26 (+8) 24 (+7) 26 (+8)
- Saving Throws Succeeds on all saving throws
- Damage Resistances all
- Damage Immunities fire, radiant
- Senses truesight 120 ft, passive Perception 25
Cassius has awoken, but his mortal mind still hasn't truly adapted to omniscience. His awareness is spread thin, turned outward to the world that is now his to shepherd. Here, in the Godsend, he's only paying partial attention...
Which is still more than enough.
Traits
Immortal Sun. Cassius cannot be reduced below 1 hit point. At the start of each of his turns, he regains all hit points and ends any conditions or effects affecting him.
Presence of a God. Cassius' pressure is even more overwhelming now. When a creature that can see Cassius starts its turn within 60 feet of him, or enters that area for the first time each turn, it must make a DC 21 WIS save. On a success, the creature resists the pressure this turn and can move and act normally. On a failure, the creature's speed is reduced by 15 feet, and if it ends its turn closer to Cassius than where it started, it takes 11 (3d6) psychic damage.
Actions
Multiattack. Cassius uses Sun God's Edict if available, then makes two unarmed strikes.
Unarmed Strike. Melee Attack: +11 to hit, reach 10 ft, one target. Hit: 15 (2d8 + 7) radiant damage and 13 (2d8 + 5) bludgeoning damage. The target must succeed on a DC 21 STR save or be pushed back 10 feet and knocked prone.
Sun God's Edict (Recharge 4-6). Cassius guides his flock. He chooses a target he can see within 120 feet and whispers a single command (DC 21 CHA saving throw to avoid the effect), which lasts until the end of the target's next turn, including e.g.:
Fall. The creature must immediately fall prone and drop anything it's holding.
Silence. The creature cannot speak or cast spells with a verbal component.
Yield. The creature must use its reaction to immediately move as far away from Cassius as possible.
Legendary Actions
Cassius can take 3 legendary actions per round, only one at a time and only at the end of another creature’s turn. He regains spent actions at the start of his turn.
Light Step. Cassius teleports to an unoccupied space he can see within 120 feet, leaving behind an afterimage made of light. This afterimage makes an unarmed attack at a creature within range, if able.
Show You Your Failure. Cassius shows all creatures of his choice within 30 feet a vision of themselves losing. Each creature must succceed on a DC 21 WIS saving throw or take 10 (3d6) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Immaculate Defense. Cassius adopts a slightly defensive posture. The next attack targeting him is made with disadvantage.
Reactions
Rewrite the Moment. Cassius causes an attack that would hit him to miss instead. This expends one of his legendary actions, and he cannot do this if he has no remaining legendary actions this turn.
Lair Actions
On initiative count 20 (losing ties), one of the following lair actions occurs:
Radiant Ward. A 15-foot radius sphere of light forms within the Godsend and lasts until the start of the next round. Creatures other than Cassius and his guardians cannot see outside the sphere and vice versa, and treat it as difficult terrain. A creature that enters the area for the first time on a or that starts its turn there must make a DC 19 CON save. On a failure, the creature takes 10 (3d6) radiant damage and is blinded until the end of its turn; on a success it takes half damage and isn't blinded.
Judgment Gaze. A blazing eye of light opens above a creature. The creature must make a DC 19 DEX saving throw. On a failure it takes 18 (5d6) radiant damage and its next attack roll is made at disadvantage. On a success it takes half damage and does not roll at disadvantage.
O Praise. Each creature within 30 feet of Cassius must succeed on a DC 19 WIS save or be forced to fall prone, compelled to kneel. It can't stand up until the end of its next turn. A creature that succeeds on its save instead has its speed reduced by 10 feet until the end of its next turn.
Echo of Divinity. The consciousness of a nascent god brushes a single mind. A creature within 60 feet of Cassius must make a DC 19 INT saving throw. On a failure, it takes 22 (4d10) psychic damage and is overwhelmed by visions; it must skip either its action or movement next turn. On a success, it takes half damage and suffers no other effect.
Cassius, Sun Thief
Medium god, lawful evil
- Armor Class: 21 (divinity)
- Hit Points: 260 (20d10 + 140)
- Speed: 30 ft, fly 30 ft (hover)
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 20 (+5) 26 (+8) 22 (+6) 24 (+7)
- Saving Throws STR +10, DEX +9, CON +11, INT +14, WIS +12, CHA +13
- Skills Insight +12, Perception +12
- Damage Resistances acid, cold, necrotic, lightning, thunder, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire, radiant
- Condition Immunities charmed, frightened, paralyzed, petrified, stunned, poisoned
- Senses truesight 120 ft, passive Perception 22
Traits
God of Man Born. Cassius adds his proficiency bonus to all saving throws (included). He can't be polymorphed, banished, or transported against his will. Effects that would instantly kill him instead reduce him to 1 hit point.
Godslaying Wound. The Sol Valtiva has partially torn Atar's power out of its vessel. At the end of each of his turns, Cassius takes 10 radiant damage that can't be reduced or prevented.
Presence of a God. When a creature that can see Cassius starts its turn within 60 feet of him, or enters that area for the first time each turn, it must make a DC 19 WIS save. On a success, the creature resists the pressure this turn and can move and act normally. On a failure, the creature's speed is reduced by 15 feet, and if it ends its turn closer to Cassius than where it started, it takes 11 (3d6) psychic damage.
Legendary Resistance (3/day.) If Cassius fails a saving throw, he can choose to succeed instead. This cannot be applied to his Divine Instability saves (see below).
Relentless Power. Cassius summons two Corona Fragments at the start of this phase. If there are no fragments alive at the start of his turn, he can use a bonus action to summon another one.
Divine Instability. Cassius is trying to hold on to and recapture Atar's divinity after being struck by the Sol Valtiva. At the start of each of his turns, if he took at least 50 damage since his previous turn, he must make a CON saving throw to maintain his control of his power. The DC is equal to half the damage taken since his prior turn. On a failure, he loses one of his divine aspects; on a success, he is unaffected.
Divine Aspects
When Cassius fails a Divine Instability saving throw, he immediately loses one of the following aspects and no longer gains its benefits. He first loses Solar Aegis, then every subsequent loss is chosen at random.
Solar Aegis. When Cassius loses this aspect, his AC is reduced to 19, and he loses his resistance to acid, cold, necrotic, lightning, thunder, and psychic damage.
Divine Pressure. When Cassius loses this aspect, he loses his Presence of a God trait.
Godsend Dominion. When Cassius loses this aspect, he can no longer activate lair actions.
Blazing Light. When Cassius loses this aspect, all of his recharge actions with a recharge of (5-6) get a recharge of (6) instead.
Actions
Multiattack. Cassius uses Sun God's Edict, if available. He then makes three attacks with his Sunbrand. He can replace any of these attacks with a recharge action, if available.
Sunbrand. Melee Spell Attack: +13 to hit, reach 15 feet, one target. Hit: 19 (2d10 + 8) radiant damage.
Solar Spear (Recharge 5-6). Cassius hurls a focused lance of stolen sunlight. All creatures in a 100-foot line that is 10 feet wide must make a DC 19 DEX saving throw, taking 32 (7d8) radiant damage on a failed save, or half as much on a success.
Falling Star (Recharge 5-6). Cassius calls down a fragment of the heavens on a point he can see within 90 feet. Each creature in a 20-foot sphere centered on that point must make a DC 19 DEX saving throw, taking 28 (6d8) radiant damage on a failed save, or half as much on a success. The area becomes searing ground until the end of Cassius' next turn. A creature that enters the area for the first time on a turn, or starts its turn there, takes a further 10 (3d6) radiant damage.
Sun God's Edict (Recharge 4-6). Cassius guides his flock. He chooses a target he can see within 120 feet and whispers a single command (DC 19 CHA saving throw to avoid the effect), which lasts until the end of the target's next turn, including e.g.:
Fall. The creature must immediately fall prone and drop anything it's holding.
Silence. The creature cannot speak or cast spells with a verbal component.
Legendary Actions
Cassius can take 3 legendary actions per round, only one at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.
Light Step. Cassius teleports to an unoccupied space he can see within 60 feet, leaving behind an afterimage made of light. This afterimage makes a Sunbrand attack at a creature within range, if able.
Show You Your Failure. Cassius shows a creature of his choice within 30 feet a vision of themselves losing. The creature must succeed on a DC 19 WIS saving throw or take 10 (3d6) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Scorch. Cassius targets a point he can see within 60 ft. Fire erupts on the ground in a 10-foot radius until the end of Cassius' next turn. The ground is considered difficult terrain and a creature that enters the area for the first time on each of its turns takes 10 (3d6) radiant damage.
Restore. Cassius regains 25 (4d8 + 7) hit points.
Reactions.
Rewrite the Moment. Cassius causes an attack that would hit him to miss instead. This expends one of his legendary actions, and he cannot do this if he has no remaining legendary actions this turn.
Lair Actions
Cassius' lair actions are the same as in the Sun Thief's Hubris phase.
When Cassius has been reduced to zero hit points, he fully loses control of the power of Radiant Atar, which consumes him. His desperate scream rings through the Godsend as he fades away in a blaze of searing light and fire, leaving behind a mere mote of sunlight suspended in the air.
Peace reigns in the Godsend for an untold number of heartbeats. The only sound is whatever exhausted, relieved noises the heroes make — and the incessant thrum of the Sol Valtiva, still active and still siphoning Empress Lyra's life force to recharge its power.
The world stills, frozen in time. The mote of light flares. It is a warm light, the light of a friendly campfire, a childhood hearth. The remnant of Atar's divinity expresses his gratitude and answers any questions about the nature of the world, divinity, and so on — anything the party still wants to know about the world and the Prometheans' legacy.
Eventually, attention will undoubtedly turn to the young woman frozen in time with the rest of the world, kneeling in the center of the temple of the Sol Valtiva in prayer. She has minutes to live, if that.
Atar will offer them a choice. In this weakened state, he cannot stop the Sol Valtiva. However, he can fully unseal it, making it vulnerable. The party may be able to destroy the god-killing machine before it fully consumes Lyra.
However, there is no guarantee that they'll be able to save her in time. And as the Sol Valtiva was forged out of Atar's prior demigod self's soul, it can't be replicated. If an evil god or demigod ever descends upon Astreia again, it will be up to the mortals alone to defend their world.
Is their friend worth that risk?
(Assuming it is, knowing the party...) The gold of the Godsend's perpetual sunrise fades. Rather, it coalesces into a single point, similar to Atar's weakened state except far more radiant, leaving the rest of the realm in utter darkness. The point shifts, turning almond-shaped, and reveals itself as the eye of a titanic unfeeling mask of stone and crystal, visibly corrupted and decayed. A disembodied stone hand grasps a sword of blazing light, forty feet long or more. Behind the mask and hand, they can see a mass of shadow and machinery.
They saved the world. Can they save their friend?
Can they survive the god-machine's defenses?
To a Future Of Our Own
In the final encounter of the Chronicle of Astreia, the Sol Valtiva has been unsealed. This returns the Godsend Temple fully to the material plane, suspended in the sky high above the capital city — amidst the fierce airship battle marking the end of the Yhorian Civil War.
The Sol Valtiva's temple, now fully revealed, contains 8 brightly glowing crystals, each at the top of a 25-foot tower.
Attempting to reach Lyra is fruitless; the power core of the Sol Valtiva is protected by an impenetrable force field that cannot be bypassed by any means, magical or mundane, save the interference of another god.
The force field can be damaged, but it regains full power in mere seconds. The glowing crystals around the temple seem to be connected. But the party will have to contend with the Sol Valtiva itself as well as a mysterious figure it summons.
Core Mechanics
This final phase isn't entirely a "boss fight." The objective here is to break the force field concealing the Sol Valtiva's power core and Empress Lyra, before she is killed and utterly consumed beyond resurrection.
The field protecting the power core regains full power at the start of every turn. However, every power crystal that is destroyed reduces the field's maximum HP. The party, exhausted and spent, must balance defending itself against the Sol Valtiva's defenses, destroying the crystals, and still having enough gas left in the tank to break the field.
- The Dying Empress. For the first two rounds of the encounter, Lyra's life will not be at risk. Starting from the third round on, the DM will roll a die at the start of each round, in this order: d20, d12, d10, d8, d6, d4. If any of these roll a 1, Lyra can no longer hold on and dies, and cannot be restored to life by any means. If none of the dice roll 1, Lyra dies at the start of the round after the d4 has been rolled.
- The Power Core. The shield of the Sol Valtiva's core has an AC of 10 and 300 Hit Points. At the start of each round, if it has at least 1 HP, the shield regains all HP and ends any conditions affecting it. Every crystal destroyed reduces the maximum hit points of the shield by 35, to a minimum of 20. When the shield is destroyed, the siphoning field around Lyra collapses and she is freed; the Sol Valtiva is destroyed and the encounter ends.
- The Defenses. The massive Sol Valtiva defense system is not a fightable boss. Rather, it is more like a system of lair actions and legendary actions, meant to slow the party and stop them from breaking the power crystals. In addition to the massive mask and fiery sword, the Sol Valtiva summons a champion, an undying shade of the legendary hero, Terryn the Martyr, the first of Lyra's family to activate the Sol Valtiva centuries ago. Terryn has low HP, but reforms when destroyed and can teleport between crystals to defend them.
Core Shield
Large construct, unaligned
- Armor Class: 10 (power field)
- Hit Points: 300
- Speed: 0
- Saving Throws Fails all saving throws
- Damage Immunities poison, psychic
- Condition Immunities all
Unyielding Defense. At the start of each round, as long as there is at least one power crystal remaining and as long as it has at least 1 hit point, the Core Shield regains all of its hit points and ends any effects currently affecting it.
The power crystals are located all around the temple, most atop 25-foot-high towers. An intricate system of staircases and walkways connects the towers, though walls mean the main path of each walkway is unable to be seen from others, unless higher up.
Power Crystal
medium construct, unaligned
- Armor Class: 17
- Hit Points: 30
- Speed: 0
- Saving Throws Fails all saving throws
- Vulnerabilities force
- Damage Resistances necrotic, fire, cold, acid, bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Damage Immunities poison, psychic
- Condition Immunities all
Detonation. when a Power Crystal is reduced to 0 hit points, it explodes in a shower of burning shards. Each creature within 10 feet must make a DC 16 DEX saving throw, taking 7 (2d6) fire damage and 7 (2d6) slashing damage on a failed save, or half as much on a success.
Power Source. The Core Shield's maximum hit points are reduced by 35 with every destroyed power crystal.
The Sol Valtiva will act to protect its existence.
Liberator's Shade
Medium construct, unaligned
- Armor Class: 16 (leather)
- Hit Points: 21 (3d8 + 9)
- Speed: 30 ft, fly 30 ft (hover)
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 16 (+3) 14 (+2) 18 (+4) 18 (+4)
- Saving Throws STR +8, DEX +8, WIS +8, CHA +8
- Skills Athletics +8, Perception +8
- Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from magical and nonmagical weapons
- Damage Immunities necrotic, poison
- Condition Immunities charmed, frightened, paralyzed, poisoned, petrified
- Senses truesight 60 ft, passive Perception 18
Traits
Martyr's Echo. Terryn is not a true soul, but rather a memory inscribed into the Sol Valtiva of the first martyr of what would become the Yhorian royal family — and the first to use the weapon. Perhaps this fate awaits Lyra, too. When Terryn is reduced to 0 hit points, his form turns into wisps of shadow and is destroyed. At the start of the next round, on initiative count 20, if the Sol Valtiva is active, Terryn reforms at full hit points in an unoccupied space within 10 feet of any remaining active power crystal.
Terryn cannot be permanently destroyed while the Sol Valtiva remains active.
Pact Guardian. When a creature hits a Power Crystal with an attack, Terryn can use his reaction to teleport to an unoccupied space adjacent to that creature and immediately make one melee attack against it.
Actions
Multiattack. Terryn makes two attacks with his greatspear. He then uses Pinning Thrust, if available.
Greatspear. Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit. 16 (2d8 + 7) piercing damage. If the damaged creature is concentrating on a spell, it makes its next Concentration check with disadvantage.
Pinning Thrust (Recharge 5-6). Terryn drives his spear at a target, shadowy tendrils piercing them and connecting them to the nearest surface. One creature within 10 ft must make a DC 16 DEX saving throw. On a failure, the creature takes 14 (3d8) necrotic damage and its movement speed becomes 0 until the end of its next turn. On a success, the creature takes half damage and suffers no other effects. On its turn, the creature can use its action to attempt a DC 16 STR (Athletics) check to wrench itself free, ending the effect.
Legendary Actions
Terryn can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.
Step Between. Terryn moves up to 15 feet without provoking opportunity attacks, but must end this movement adjacent to a Power Crystal.
Spearman of Liberation. Terryn makes one attack with his greatspear.
The Sol Valtiva's titanic defense system functions as lair actions in this phase. It acts on initiative count 20, losing ties. It can't do the same lair action twice in a row.
Sol Valtiva
-Light of A Dead God-
Lair Actions
Godslayer Sword. A massive flaming blade sweeps through the temple. Choose either a 60-foot line 10 feet wide, or a 30-foot cone originating from a point on the edge of the arena. Each creature in the area must make a DC 18 DEX save, taking 22 (5d8) slashing and 22 (5d8) fire damage on a failed save, taking half as much on a success. Any Power Crystal in the area takes 10 damage.
Repelling Pulse. The enormous stone mask releases a pulse of energy. All creatures within 100 feet must make a DC 18 STR save. On a failure, they take 10 (3d6) force damage and are pushed 10 feet away from the mask and knocked prone. On a success, they take half damage and are not moved.
Barrage. Bolts of searing light rain down, targeting three creatures in the arena. The creatures and any other creatures within 10 feet must make a DC 18 DEX saving throw or take 14 (4d6) radiant damage. Any Power Crystal in the area takes 10 damage.
Kinkiller Mask. One eye on the enormous stone mask ignites with pale fire. One creature in the arena that can see the mask must make a DC 18 WIS saving throw. On a failure, the creature is frightened of the mask and its speed is reduced by 15 feet until the end of its next turn. On a success, it takes 10 (3d6) psychic damage but suffers no further effect.
Allies. The party is not alone in this fight. At the start of each round, each player rolls a d20, adding an additional d20 every round until one of them rolls a 20. That turn, at initiative count 15, a predetermined ally joins the fight. (They'll probably blow up one crystal.)