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Stabilize the Six Altars - AI-generated fantasy Encounter

Stabilize the Six Altars

Hold · Moderate · 6 players, level 14

Stabilize the Six Altars

If the party fails to stabilize the chamber, the Avatar remains a dangerous manifestation of the Nexus crisis.

Run the fight

Round
1
5 to 7 rounds; longer if the party focuses on the altars.
Creatures
1
Moderate

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

Hold

Stabilize the chamber by deactivating all six altars; defeating the Avatar is not required.

Win

All six altars are deactivated, or the Avatar is defeated.

Lose

The party is forced to retreat or cannot stop the manifestation from overwhelming the chamber.

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
  • The Leyline Primordial Avatar

    Bruiser

    1 of them
    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.
  1. 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.

  2. 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.

  3. 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. 1

    Broken Circle25 ft

    The cracked ritual circle; crossing a glowing fracture costs 10 extra feet of movement.

  2. 2

    Hot Altars25 ft

    Two altars burn with hot white light; creatures starting here take 5 fire damage.

  3. 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

At initiative count 20, one lane surges: creatures in it make a DC 17 Dexterity save or fall prone.
A creature adjacent to an altar can use an action to attempt DC 17 Intelligence (Arcana) to deactivate it; another clearly justified approach can work.
When all six altars are deactivated, the Avatar loses all damage resistances and takes 20 force damage at the start of each of its turns.

Scaling

XP budget25,000 of 37,200 XP
Weaker

Low

One fewer The Leyline Primordial Avatar

The Avatar uses Lightning Storm on recharge only, and each altar takes one successful check to deactivate.
As written

Moderate

Stronger

High

One more The Leyline Primordial Avatar

Add a second initiative count 20 surge each round, targeting a different zone.

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