Final Ritual - Encounter Reference
RITUAL ADVANCEMENT#
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 => Portal Forming
- Phase 2: Rounds 3-4 => Portal Growing
- Phase 3: Rounds 5-6 => Nidhogg Approaches
- Phase 4: Rounds 7+ => Breakthrough Imminent
Disruption#
- Weaver incapacitated 1 round = ritual pauses
- Weaver incapacitated 2+ consecutive rounds = ritual regresses 1 phase
LAIR ACTIONS#
Automatic - Initiative 20Roll 1d3 each round to determine effect
Phase 1 Effects (Rounds 1-2)#
- Shadow Tendrils - 60ft radius from portal, DC 15 Dex save or grappled (DC 12 escape) + 1d8 cold damage
- Disorienting Echoes - All creatures DC 15 Wis save or disadvantage on next attack roll & ability check
- Unstable Ground - 20ft radius area becomes difficult terrain, creatures starting turn there DC 14 Dex or prone
Phase 2 Effects (Rounds 3-4)#
- Portal Magnetism - 60ft radius from portal, DC 16 Str save or pulled 15ft toward portal; 9 (2d8) force if pulled into portal
- Reality Fracture - 30ft cone, DC 16 Int save or incapacitated until end of next turn if fail by 5+, otherwise disadvantage on attacks and concentration checks until end of next turn.
- Nidhogg’s Whispers - All creatures DC 16 Cha save or charmed by Weaver until end of next turn
Phase 3 Effects (Rounds 5-6)#
- Shadowfell Bleed - 40ft radius heavily obscured by shadows, 7 (2d6) necrotic to creatures starting turn inside
- Planar Rift - Roll on Wild Magic Surge table (reality becoming unstable)
- Dragon’s Presence — 100ft radius, DC 15 Wis save or frightened of the portal until the end of their next turn. A creature can repeat the saving throw at the start of their next turn, ending the effect on a success.
Phase 4 Effects (Round 7+)#
- Massive Portal Pull - 120ft radius, DC 18 Str save or pulled 30ft toward portal + 3d8 force damage
- Reality Collapse - 1d4 random creatures DC 18 Int save or 4d8 psychic damage
- Nidhogg Emerges - Dragon’s head breaches portal; all creatures DC 20 Wis save or frightened
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#
- All Phases (Base Portal): A 15-ft diameter vertical circle of crackling shadow. A creature that passes through takes 4d8 necrotic and is violently expelled back onto the battlefield (appearing in the nearest unoccupied space you choose).
- Lighting: The portal sheds dim light in a 10-ft radius that grows darker and more oppressive as phases advance.
- Phase 3+: Shadowfell Bleed: Any creature that starts its turn within 10 ft of the portal takes 1d6 necrotic (Shadowfell seep).
Ritual “Growth Ring” Visual#
- Whenever the Weaver is actively advancing the ritual toward the next phase step, a secondary ring of runes appears around the portal: fuzzy, unstable, ~5 ft larger in diameter than the current stable portal.
- If the Weaver successfully advances, the fuzzy ring solidifies and the portal expands to fill the new space (the portal is now larger and stable/locked).
- If the party disrupts it (see Portal Counter), that fuzzy ring shatters and the portal snaps back to its prior stable size.
Portal Counter Disruption Mechanic#
- The portal cannot be destroyed, but it can be set back.
- Unlocked window (damageable): The portal can be targeted/damaged only while the fuzzy growth ring is present (portal is “unstable/growing”).
- Locked window (immune): Once the growth ring solidifies, the portal is stable and immune to damage/effects until the next time the Weaver begins pushing it outward again.
- While the portal is Unlocked, track Portal Counter Damage.
- When Portal Counter Damage reaches 50, the portal reverts to the last stable point and the Portal Counter Damage resets to 0.
Don’t explain the mechanic outright
- If the party hasn’t interacted with the portal by rounds 2–3, let a stray attack graze it: the growth ring flickers, cracks, or briefly destabilizes.
- Arcana (DC 20): Clearly identifies the “growth ring” as the ritual’s vulnerable edge and reveals the 50 damage disruption threshold.
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#
Weaver slams his staff into the ground, causing reality to shatter:
- All creatures within 60ft of portal: DC 19 Constitution save
- Fail: 24 (5d8) force damage; Success: Half damage
- Ritual advances 1 phase immediately, up to phase 4
- 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 7 (2d6) psychic damage
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#
RITUAL PHASE: [ 1 ] [ 2 ] [ 3 ] [ 4 ]
Current Round: ____
Weaver HP: ______/250
Manus HP: ______/250
PORTAL DAMAGE COUNTER: _____ / 50
(Reset to 0 each time threshold is crossed or Weaver uses Option A)
Each Round:
- Check Initiative 20 - Roll lair action for current phase
- Weaver’s turn - Did he advance ritual or fight?
- Update phase tracker if changed