FINAL RITUAL - TABLE REFERENCE SHEET#

RITUAL ADVANCEMENT#

[!tip] Weaver chooses Option A or B each turn

Option A: Focus on Ritual (Full Action)#

  • Advances ritual by 1 phase immediately
  • Can use bonus action & reactions
  • NO legendary actions this round
  • NO multiattack or spells

Option B: Combat Normally#

  • Use multiattack + spells as normal
  • Ritual auto-advances +1 phase every 2 rounds of concentration
  • Can use legendary actions

Ritual Progress Track#

  • Phase 1: Rounds 1-2 (Gathering Power)
  • Phase 2: Rounds 3-4 (Portal Forming)
  • Phase 3: Rounds 5-6 (Nidhogg Approaches)
  • Phase 4: Round 7+ (Breakthrough Imminent)

Disruption#

  • Weaver incapacitated 1 round = ritual pauses
  • Weaver incapacitated 2+ consecutive rounds = ritual regresses 1 phase

LAIR ACTIONS#

[!tip] Automatic - Initiative 20 Roll 1d3 each round to determine effect

Phase 1 Effects (Rounds 1-2)#

  1. Shadow Tendrils - 60ft radius from portal, DC 15 Dex save or grappled (DC 12 escape) + 1d8 cold damage
  2. Disorienting Echoes - All creatures DC 15 Wis save or disadvantage on next attack roll & ability check
  3. Unstable Ground - 20ft radius area becomes difficult terrain, creatures starting turn there DC 14 Dex or prone

Phase 2 Effects (Rounds 3-4)#

  1. Portal Magnetism - 60ft radius from portal, DC 16 Str save or pulled 15ft toward portal (2d8 force if pulled into portal)
  2. Reality Fracture - 30ft cone, DC 16 Int save or stunned until end of their next turn
  3. Nidhogg’s Whispers - All creatures DC 16 Cha save or charmed by Weaver until end of next turn

Phase 3 Effects (Rounds 5-6)#

  1. Shadowfell Bleed - 40ft radius heavily obscured by shadows, 2d6 necrotic to creatures starting turn inside
  2. Planar Rift - Roll on Wild Magic Surge table (reality becoming unstable)
  3. Dragon’s Presence - 100ft radius, DC 18 Wis save or frightened for 1 minute (can’t move closer to portal)

Phase 4 Effects (Round 7+)#

  1. Massive Portal Pull - 120ft radius, DC 18 Str save or pulled 30ft toward portal + 3d8 force damage
  2. Reality Collapse - 1d4 random creatures DC 18 Int save or 4d8 psychic damage
  3. Nidhogg Emerges - Dragon’s head breaches portal; all creatures DC 20 Wis save or frightened + paralyzed

Weaver Ritual Phase Abilities#

Phase 1-2: Illusory Master#

  • Illusory Advantage: When casting illusion spell, automatically create 3 illusory duplicates (as Mirror Image)
  • Shadow Bind: Can replace one Shadowweave Bolt with: Target within 60ft, DC 19 Dex save or restrained (escape DC 19)

Phase 3: Dragon’s Herald#

  • Channel Nidhogg: When Shadowweave Bolt hits, target DC 19 Wis save or frightened of Weaver until end of their next turn
  • Reality Tear: Can replace one legendary cantrip with: 20ft radius difficult terrain, 2d8 necrotic damage (Dex save negates)

Phase 4: Desperate Measures#

  • Desperate Power: Bonus action, sacrifice 50 HP to advance ritual by 1 round of progress
  • Portal Shield: Attacks against Weaver have disadvantage if he’s within 15ft of portal

BATTLEFIELD TERRAIN FEATURES#

A. Central Ritual Circle/Portal#

  • Phase 1-2: Difficult terrain, Weaver +2 AC inside
  • Phase 3+: 10ft radius, 1d6 necrotic/turn
  • Can be disrupted: 3 DC 20 Arcana checks OR 50+ damage

B. Dark Shadow Pools#

  • All Phases: Looking into pool (or starting turn adjacent) = DC 15 Wis save or disadvantage on next attack (seeing horrific visions of death)
  • Phase 3+ escalation: DC becomes 17, failure also causes 1d6 psychic damage

CRITICAL MOMENTS#

Weaver reaches 25% HP (62 HP) - Reality Rupture#

“If I cannot have victory, none shall have peace!”

Weaver slams his staff into the ground, causing reality to shatter:

  • All creatures within 60ft of portal: DC 19 Constitution save
    • Fail: 6d8 force damage + stunned until end of next turn
    • Success: Half damage, not stunned
  • Ritual advances 2 phases immediately
  • Terrain within 30ft of portal becomes difficult terrain
  • Weaver gains +1 legendary action per round (total of 3)
  • Ongoing: Creatures starting turn within 30ft of portal take 2d6 psychic damage

Portal reaches Phase 4#

Nidhogg’s shadow becomes visible through the portal - All creatures DC 18 Wis save or frightened (can’t move closer to portal)

PC pulled into portal#

  • Takes 4d8 necrotic damage
  • Expelled back to battlefield
  • Gains advantage on saves vs fear for rest of encounter

Manus Betrayal Trigger (Choose One)#

  • Weaver’s Reality Rupture triggers
  • Weaver below 40% HP (100 HP)
  • Portal reaches Phase 4
  • DM’s choice for dramatic timing

QUICK TRACKING#

Write on notecard:

RITUAL PHASE: [ 1 ] [ 2 ] [ 3 ] [ 4 ]
Current Round: ___
Weaver HP: ____/250
Manus HP: ____/250

Each Round:

  1. Check Initiative 20 - Roll lair action for current phase
  2. Weaver’s turn - Did he advance ritual or fight?
  3. Update phase tracker if changed