Alright, so I’m working on this idea for a campaign that deals a lot with the elemental planes. I’ve been struggling with a final boss that’s powered by the Elemental Chaos.
I was originally thinking of having some deity-like entity that was imprisoned in the Chaos.
But I recently got the idea of a lich who would deposit his phylactery in the elemental chaos, which would give him a big boost in power.
As a deadly encounter, players would be level 13-14 fighting a base lich, so they are probably going to be a bit higher than that. Level 15 means most spell casters will have at least one 8th level spell, so they should have quite a bit of power and maneuverability. You can probably put some elemental ticks into anything regular to spice it up. Non-creature mechanics tend to liven things up without seriously stressing the players a lot, like muti-level areas for the encounter of pits of something-not-so-good. Changing the battlefield can add a lot to an encounter. Maybe there is an darkness spell obscuring who knows what. The good thing about that is you could introduce anything into the fight later, or choose to leave it obscured if it gets too difficult for your players.
Or lair actions that either subject players to damage from the raw elemental energy swirling around the area.
Because it fits the theme of a boss empowered by the elemental chaos, I would recommend having the creature be permanently under the effects of the primordial ward spell. Instead of the spell ending after it grants an immunity, it resets on the turn after the boss loses its immunity.
Perhaps the lich could attempt to hewn a demi-plane by bringing a portion of the Elemental Plane into alignment with a portion of the material plane? Trapping everyone within this new demi-plane in a chaotic mess, free for the lich to feed into its Phylactory as it wishes. The confrontation could take place within the "anchor" that the lich is using to drag the portions of the planes together.
This arcane anchor could be its phylactory. Once the process is successful, destroying the phylactory would destroy the demi-plane (and obviously the lich).. but at an enormous cost to the material plane and those trapped in its demi-plane. We are talking on the level of a third sundering. Thus being a deterring factor for most heroes. So the only time to really kill the lich would be before the process of creating the new elemental demi-plane is complete.
As the battle progresses, you could create lair actions that signify the chaotic merging of the two planes. Creating a set time limit (and sense of urgency in the players) before the planes merge together and the cost of destroying the lich becomes enormous.
Elemental Cysts: The elemental chaos present is violent and volatile, a random location within 30 ft of the Lich creates a 10 ft. diameter cyst of the plane where the phylactery resides. After 3 cysts are present they burst causing 10d10 (elemental plane) damage to any creature within 10ft of the bubble. DC 18 dex save, take half damage on a successful save. These Elemental Cysts cannot be destroyed, they are impassable, and any creature ending their turn next to the cyst recieves 2d10 (elemental plane) damage from the radiating energy.
Juxtaposition: Every third round the veil between the Material Realm and the Realm where the Phylactery resides come closer to overlapping. Each turn a burst of energy from the (elemental realm) causes a burst of energy to deal 4d6 (elemental plane) damage, and 2d4 lesser elementals from that plane appear. (roll initiative for each new group of elementals that appear). Round 12: 8d6 (elemental plane) damage, 2d4 lesser elementals and 1d6 elementals. Round 21: 12d6 damage, 2d4 lesser elementals, 1d6 elementals, and 1d4 greater elementals.
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Just something to really make the location seem very dangerous, and keep them on their toes.
Alright, so I’m working on this idea for a campaign that deals a lot with the elemental planes. I’ve been struggling with a final boss that’s powered by the Elemental Chaos.
I was originally thinking of having some deity-like entity that was imprisoned in the Chaos.
But I recently got the idea of a lich who would deposit his phylactery in the elemental chaos, which would give him a big boost in power.
But I’m not sure how to execute it. Any ideas?
How big of a big final boss are you wanting to go with? What's the players' level gonna be for the confrontation?
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Well I was thinking a level or two above a lich/mind flayer lich.
I have six players, and we’re only getting started out. So idk what their level is gonna end up being
I was thinking giving him more elemental actions, or being able to summon elementals
As a deadly encounter, players would be level 13-14 fighting a base lich, so they are probably going to be a bit higher than that. Level 15 means most spell casters will have at least one 8th level spell, so they should have quite a bit of power and maneuverability. You can probably put some elemental ticks into anything regular to spice it up. Non-creature mechanics tend to liven things up without seriously stressing the players a lot, like muti-level areas for the encounter of pits of something-not-so-good. Changing the battlefield can add a lot to an encounter. Maybe there is an darkness spell obscuring who knows what. The good thing about that is you could introduce anything into the fight later, or choose to leave it obscured if it gets too difficult for your players.
Or lair actions that either subject players to damage from the raw elemental energy swirling around the area.
Because it fits the theme of a boss empowered by the elemental chaos, I would recommend having the creature be permanently under the effects of the primordial ward spell. Instead of the spell ending after it grants an immunity, it resets on the turn after the boss loses its immunity.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Perhaps the lich could attempt to hewn a demi-plane by bringing a portion of the Elemental Plane into alignment with a portion of the material plane? Trapping everyone within this new demi-plane in a chaotic mess, free for the lich to feed into its Phylactory as it wishes. The confrontation could take place within the "anchor" that the lich is using to drag the portions of the planes together.
This arcane anchor could be its phylactory. Once the process is successful, destroying the phylactory would destroy the demi-plane (and obviously the lich).. but at an enormous cost to the material plane and those trapped in its demi-plane. We are talking on the level of a third sundering. Thus being a deterring factor for most heroes. So the only time to really kill the lich would be before the process of creating the new elemental demi-plane is complete.
As the battle progresses, you could create lair actions that signify the chaotic merging of the two planes. Creating a set time limit (and sense of urgency in the players) before the planes merge together and the cost of destroying the lich becomes enormous.
Just a though.
Lair Actions:
Elemental Cysts: The elemental chaos present is violent and volatile, a random location within 30 ft of the Lich creates a 10 ft. diameter cyst of the plane where the phylactery resides. After 3 cysts are present they burst causing 10d10 (elemental plane) damage to any creature within 10ft of the bubble. DC 18 dex save, take half damage on a successful save. These Elemental Cysts cannot be destroyed, they are impassable, and any creature ending their turn next to the cyst recieves 2d10 (elemental plane) damage from the radiating energy.
Juxtaposition: Every third round the veil between the Material Realm and the Realm where the Phylactery resides come closer to overlapping. Each turn a burst of energy from the (elemental realm) causes a burst of energy to deal 4d6 (elemental plane) damage, and 2d4 lesser elementals from that plane appear. (roll initiative for each new group of elementals that appear). Round 12: 8d6 (elemental plane) damage, 2d4 lesser elementals and 1d6 elementals. Round 21: 12d6 damage, 2d4 lesser elementals, 1d6 elementals, and 1d4 greater elementals.
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Just something to really make the location seem very dangerous, and keep them on their toes.
I LOVE THE IDEA OF CREATING TEARS IN THE FABRIC OF REALITY.
And that would do a good job of keeping the tension at a healthy medium, instead of just throwing more enemies at my players.
The elemental cysts in particular is super interesting.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters