Break the Pylons Before the Siphon Draws
Break the Pylons Before the Siphon Draws
Run the fight
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
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
Lose
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- 1 of them
Monolith Sentinel
Bruiser
- 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.
- 3 of them
Hearth-Quencher
Controller
- AC
- 17
- HP each
- 230
- CR
- 12
Heat Drain Aura · Cryo-Explosion
- 1 of them
Vent-Glass Colossus
Bruiser
- 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
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.
- 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.
- 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
Pylon ring25 ft
Four humming pylons ring the chamber; the Sentinel moves to keep attackers away from them.
- 2
Central floor25 ft
The center floor is scored with grooves that pull loose grit toward the Drop.
- 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
Scaling
Moderate
One fewer Hearth-Quencher
Remove one salamander. Reduce the Cold Draw save DC to 20.Moderate
High
One more Monolith Sentinel
Add one salamander. At initiative count 20, each pylon pulse deals cold damage instead of .Treasure
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