Battlefield & Lair Effects - The Final Ritual#

Initiative Count 20 - Lair Actions#

Roll 1d3 to determine which effect occurs, or choose based on tactical needs

Phase 1-2 Effects#

  1. Shifting Shadows - All shadows in the area move 15 feet in a direction of your choice. Any creature ending its turn in a shadow takes 1d6 necrotic damage.

  2. Disorienting Echoes - Ghostly whispers fill the air. All creatures must make a DC 15 Wisdom save or have disadvantage on their next attack roll and ability check.

  3. Unstable Ground - Choose a 20-foot radius area. The ground becomes difficult terrain and creatures starting their turn there must make a DC 14 Dexterity save or fall prone.

Phase 3-4 Effects#

  1. Portal Magnetism - All creatures within 60 feet of the portal must make a DC 16 Strength save or be pulled 15 feet toward it. Creatures pulled into the portal take 2d8 force damage.

  2. Reality Fracture - Choose a 30-foot cone. All creatures in the area must make a DC 17 Intelligence save or be stunned until the end of their next turn as reality warps around them.

  3. Nidhogg’s Whispers - All creatures hear the shadow dragon’s voice. Make a DC 16 Charisma save or be charmed by the Weaver until the end of your next turn.

Phase 5+ Effects#

  1. Shadowfell Bleed - A 40-foot radius area becomes heavily obscured by writhing shadows. Creatures starting their turn in the area take 2d6 necrotic damage.

  2. Planar Rift - Roll on Wild Magic Surge table (or create custom chaotic effects) as reality becomes increasingly unstable.

  3. Dragon’s Presence - All creatures within 100 feet must make a DC 18 Wisdom save or be frightened for 1 minute. Frightened creatures cannot willingly move closer to the portal.


Battlefield Features & Hazards#

Environmental Conditions (Escalating)#

Phase 1-2: Gathering Shadows

  • Light sources dimmed by one category
  • Temperature drops by 20°F
  • Mirrors and reflective surfaces show disturbing alternate realities
  • Animal sounds from the forest go silent

Phase 3-4: Shadowfell Influence

  • All creatures have disadvantage on Wisdom (Perception) checks
  • Undead and shadow creatures have advantage on attack rolls
  • Magic items flicker and temporarily lose properties (1 round, DM’s choice)
  • Gravitational anomalies: some areas have reduced/increased gravity

Phase 5+: Reality Breakdown

  • Teleportation magic is unreliable (50% chance to arrive 1d4×5 feet from intended destination)
  • Time dilation: some creatures act as if under slow or haste randomly
  • Solid surfaces occasionally become permeable for 1 round
  • Past battles echo as ghostly images overlap current fight

Dynamic Terrain Changes#

Round 1: Ancient ritual circle begins to glow with eldritch energy

Round 2: Cracks appear in stone structures; some provide new cover, others create difficult terrain

Round 3: Water features turn black and begin to bubble; treat as difficult terrain that deals 1d4 necrotic damage

Round 4: Portal energy causes some elevated platforms to float 10 feet higher

Round 5: Shadowfell corruption spreads - plants wither, stone crumbles, metal rusts rapidly

Round 6+: Gravity wells appear randomly; creatures within 20 feet pulled toward center (DC 15 Str save)


Specific Hazard Areas (Reference Map)#

A. Central Ritual Circle#

  • Phase 1-2: Difficult terrain, Weaver gains +2 AC while inside
  • Phase 3+: Portal forms here; creatures within 10 feet take 1d6 necrotic damage per turn
  • Destruction: Requires 3 successful DC 20 Arcana checks (action) or 50+ damage to disruption

B. Ancient Stone Platforms#

  • Phase 1: Provide high ground (+1 to ranged attacks)
  • Phase 2: Some begin to levitate, creating aerial combat opportunities
  • Phase 3+: Become unstable; DC 15 Acrobatics to avoid falling when moving

C. Dark Water Pools#

  • Phase 1: Reflect false images (minor illusion effects)
  • Phase 2: Become portals for shadow creatures to emerge
  • Phase 3+: Anyone touching water must make DC 16 Wis save or be stunned by visions

D. Ruined Structures#

  • Phase 1: Standard cover
  • Phase 2: Some walls become translucent (can see through but still provide cover)
  • Phase 3+: May phase in/out of existence, unreliable cover

Special Battlefield Events#

Random Events (Roll d6 each round after Round 3)#

  1. Echo of the Past: Ghostly knights from the Order of Seasons appear and fight shadows for 1 round
  2. Temporal Hiccup: One random creature gets an extra turn immediately
  3. Shadow Clone: One character’s shadow becomes hostile and attacks them
  4. Planar Overlap: Part of the Feywild bleeds through, creating wild magic zone
  5. Dragon’s Roar: Everyone makes DC 16 Con save or deafened and 1d8 thunder damage
  6. Reality Anchor: Small area (20 ft radius) becomes immune to illusions and planar effects

Critical Moments#

If Weaver reaches 25% HP: “If I cannot have victory, none shall have peace!” - attempts to collapse reality around the battlefield

If Portal reaches 75% completion: Nidhogg’s shadow becomes visible through the portal, all creatures make DC 18 Wis save or frightened

If any PC is pulled into portal: They experience brief glimpse of Shadowfell before being expelled (taking 4d8 necrotic damage but gaining advantage on saves vs fear for rest of encounter)


Victory/Failure Escalation#

Near Victory (Weaver below 50% HP, ritual interrupted)#

  • Weaver becomes desperate, reality warps more severely
  • Manus may switch sides: “This madness goes too far!”
  • Environmental effects occur twice per round

Near Failure (Portal >90% complete)#

  • Nidhogg begins pulling everything into Shadowfell
  • All creatures within 120 feet: DC 20 Strength save each turn or pulled 30 feet toward portal
  • If anyone enters portal at this stage, they’re trapped in Shadowfell (major campaign consequence)

Dramatic Finish Options#

  • Pyrrhic Victory: Portal damaged but not closed, ongoing campaign consequences
  • Heroic Sacrifice: A PC or important NPC may need to sacrifice themselves to seal the portal
  • Unexpected Ally: Manus turns against Weaver at crucial moment
  • Divine Intervention: Arbiter or other divine force provides crucial assistance