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Break the Pylons Before the Siphon Draws - AI-generated fantasy Encounter

Break the Pylons Before the Siphon Draws

Hold · Moderate · 6 players, level 19

Break the Pylons Before the Siphon Draws

The pylons are feeding the Siphon.

Run the fight

Round
1
5–7 rounds
Creatures
5
Moderate

This round

Each active pylon pulses. Creatures within 30 feet make a Constitution save or take cold damage, half damage on a success.


Win The party destroys or disables all four pylons

Lose The party retreats or is defeated while two or more pylons remain active


Party 6 players, level 19

System D&D 2024

Cheat sheet

Hold

Destroy as many of the four pylons as possible before the defenders drive the party from the hall. Each destroyed pylon permanently removes one of Hjalmar's Legendary Resistances in Act V and delays Seal the Variable.

Win

The party destroys or disables all four pylons, or secures the hall and withdraws with at least two pylons destroyed.

Lose

The party retreats or is defeated while two or more pylons remain active.

If it goes badly: The Salamanders hold the pylon ring while the Sentinel covers the withdrawal; the Colossus drives intruders toward the Drop.

Forces

  • 1 × Monolith SentinelAC 19 · HP 385 · CR 20
  • 3 × Hearth-QuencherAC 17 · HP 230 · CR 12
  • 1 × Vent-Glass ColossusAC 18 · HP 207 · CR 12

Rounds

  • 1Each active pylon pulses.
  • 3The outer floor shudders toward the Drop.
  • 5The siphon strains audibly; one active pylon flares and Cold Draw resolves as normal.

Read aloud

Say this

The four pylons thrum, and cold spears through the chamber hard enough to sting your teeth. The Monolith Sentinel steps between you and the nearest pylon as three salamanders press their hands to its casing, feeding it fresh heat. Beyond them, the glass giant grinds forward while the floor draws grit toward the open Drop.

Forces

3
  • Monolith Sentinel

    Bruiser

    1 of them
    AC
    19
    HP each
    385
    CR
    20

    Legendary Resistance (3/Day) · Aura of Absolute Zero

    Opens
    Moves to block access to the nearest pylon, then slams the closest creature threatening it.
    Targets
    A creature attacking a pylon or attempting to disable one.
    Flees
    Does not flee while any pylon remains active.
  • Hearth-Quencher

    Controller

    3 of them
    AC
    17
    HP each
    230
    CR
    12

    Heat Drain Aura · Cryo-Explosion

  • Vent-Glass Colossus

    Bruiser

    1 of them
    AC
    18
    HP each
    207
    CR
    12

    Pressure-Adapted · Refracting Facets · Shatter on Death

    Opens
    Advance through the central floor and strike the densest cluster of intruders.
    Targets
    A creature near the Drop or one trying to rescue an ally.
    Flees
    Fights until reduced to 40 hit points, then retreats toward the hottest remaining pylon.

More tactics

Salamanders, the Hearth-Quenchers

Opens
Move to separate pylons and restore 10 hit points to each adjacent damaged pylon at the end of their turns.
Targets
A creature dealing damage to a pylon; use Fire Breath when it can catch multiple foes.
Flees
Flee if two salamanders are defeated and no pylon remains active.

What happens

5–7 rounds
  1. 1

    Initiative count 20, starting round 1.This round

    Each active pylon pulses. Creatures within 30 feet make a Constitution save or take cold damage, half damage on a success.

  2. 3

    Start of round 3.

    The outer floor shudders toward the Drop. Creatures within 15 feet of its edge make a Strength save or are pulled 10 feet toward it.

  3. 5

    Initiative count 20, starting round 5.

    The siphon strains audibly; one active pylon flares and Cold Draw resolves as normal.

The battlefield

Zones

  1. 1

    Pylon ring25 ft

    Four humming pylons ring the chamber; the Sentinel moves to keep attackers away from them.

  2. 2

    Central floor25 ft

    The center floor is scored with grooves that pull loose grit toward the Drop.

  3. 3

    The Drop25 ft

    A broken outer ledge borders the dark, freezing shaft. The pull grows stronger near its lip.

What the party can use

Four pylons stand around the chamber, each AC 18, 80 HP. A destroyed pylon stops contributing to Cold Draw.
On initiative count 20, each active pylon pulses. Creatures within 30 feet of an active pylon make a DC 22 Constitution save, taking 4d8 cold damage on a failure, or half as much on a success.
The Drop lies within 15 feet of the chamber's broken edge. At the start of a creature's turn there, it makes a DC 22 Strength save or is pulled 10 feet toward the edge. A creature that falls takes 10d10 cold damage and is removed from the fight until rescued with a DC 22 check.

Scaling

XP budget58,600 of 103,200 XP
Weaker

Moderate

One fewer Hearth-Quencher

Remove one salamander. Reduce the Cold Draw save DC to 20.
As written

Moderate

Stronger

High

One more Monolith Sentinel

Add one salamander. At initiative count 20, each pylon pulse deals cold damage instead of .

Treasure

The fractured pylon cores may be useful evidence of how the Siphon is being fed.

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