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 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; 9 (2d8) force if pulled into portal
  2. 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.
  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, 7 (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 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+)#

  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

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:

  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