Stabilize the Six Altars
Stabilize the Six Altars
Run the fight
This round
Nothing planned.
Win All six altars are deactivated
Lose The party is forced to retreat or cannot stop the manifestation from overwhelming the chamber
Party 6 players, level 14
System D&D 2024
Cheat sheet
Stabilize the chamber by deactivating all six altars; defeating the Avatar is not required.
Win
Lose
If it goes badly: The Avatar stays bound to the chamber; the party can escape through the entrance while the altar lanes flare.
Forces
- 1 × The Leyline Primordial AvatarAC 19 · HP 375 · CR 20
Rounds
- 2A lane of light tears across the floor.
- 4The chamber buckles. Creatures in the Hot Altars zone make a DC 17 Strength save or are pushed 15 feet toward the Broken Circle.
- 6The sound cuts out, then slams back.
Read aloud
Say this
The six altars flare out of sequence, and the ritual circle splits into glowing lanes beneath your feet. A vast shape heaves up through the light, dragging thunder and heat into the chamber. The nearest altar is still within reach.
Forces
1- 1 of them
The Leyline Primordial Avatar
Bruiser
- AC
- 19
- HP each
- 375
- CR
- 20
Legendary Resistance (3/Day) · Leyline-Bound · Siege Monster
- Opens
- Use Lightning Storm against the largest cluster, then move through the fractured lanes.
- Targets
- Creatures working at the altars; otherwise, the nearest creature that dealt damage.
- Flees
- Does not flee; if all six altars are deactivated, its resistances end and the recurring force damage begins.
What happens
5 to 7 rounds; longer if the party focuses on the altars.- 2
Round 2, initiative count 20
A lane of light tears across the floor. Creatures in the Broken Circle make a Dexterity save or take 14 radiant damage.
- 4
Round 4, initiative count 20
The chamber buckles. Creatures in the Hot Altars zone make a Strength save or are pushed 15 feet toward the Broken Circle.
- 6
Round 6, initiative count 20
The sound cuts out, then slams back. Creatures in the Sound Altars zone make a Constitution save or take 18 thunder damage and be deafened until the end of their next turn.
The battlefield
Zones
- 1
Broken Circle25 ft
The cracked ritual circle; crossing a glowing fracture costs 10 extra feet of movement.
- 2
Hot Altars25 ft
Two altars burn with hot white light; creatures starting here take 5 fire damage.
- 3
Sound Altars25 ft
The last two altars thrum with pressure and sound; ranged attacks through this zone are at disadvantage.
What the party can use
Scaling
Low
One fewer The Leyline Primordial Avatar
The Avatar uses Lightning Storm on recharge only, and each altar takes one successful check to deactivate.Moderate
High
One more The Leyline Primordial Avatar
Add a second initiative count 20 surge each round, targeting a different zone.Media
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