| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 18 | +4 | +4 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 20 | +5 | +5 |
| CHA | 16 | +3 | +3 |
Essentially. During each phase, a different aura is emitted by Reliquiary of Souls that covers the entire area and lasts until the respectively head is alive. Depending by the phase the behaviour differs:
- Aura of Suffering (Essence of Suffering): Any spell, item or ability that would gain hp (temporary or not) is uneffective; any spell/ability slot used in this way is still used. The AC is 0 for all. Any critical roll (success or fail) done by Essence of Suffering is trated as a normal hit.
- Aura of Desire (Essence of Desire): Damage done is partially reflected on the attacker (1/2 of any source of damage) except Reliquiary of Souls. Any resistance or immunity that Reliquiary of Souls may have, does not count for the effect of this ability. All regenerative spell, item or ability will double the healing done. Any spell slot used during this phase will be doubled (for example, to cast a Lightning Bolt of 4th level 2 spell slot of 4th level must be used, same as for Divine Smite and so on).
- Aura of Anger (Essence of Anger): All existing Necrotic damage immunities become resistance. All existing resistance to Necrotic damage become normal damage. 4 (1d8) Necrotic damage will be done by Reliquiary of Souls to all enemies (180 ft area) at the beginning of Essence of Anger turn, and the damage will increment depending by the round (1d8 on the first round, 2d8 on second, 3d8 on third...). All damage roll done to Reliquiary of Souls (excluding class ability, for example Fire Rune, Rage, Divine Smite...) will do additional Necrotic damage depending by the round (+1d4 to the first round, +2d4 on second, +3d4 on third...).
Legendary Resistance (3/Day). If Reliquiary of Souls fails a saving throw, it can choose to succeed instead.
Ready to Fight. Reliquiary of Souls has advantage on initiative rolls.
Attack. Melee Spell Attack: +9 to hit, 120ft range, one creature. Hit: Reliquiary of Souls shoots a condensed jet of air attacking the main target doing 28 (4d12+4) bludgeoning damage.
Essences of Suffering
Multiattack. Enrage must be used at the start of the turn if available. Always execute a Fixate and a Soul Drain. Then perform an Attack.
Enrage. Essence of Suffering will buff itself doubling every damage output from any source during this turn. Cannot be used on the next turn after the activation.
Fixate. Essence of Suffering will choose the nearest target. All the attacks will be done to that target.
Soul Drain. Essence of Suffering choose a random target that must do a CD 24 Constitution saving throw taking a debuff that will do 8 (2d8) force damage and loosing a random slot of their spell slot at the beginning of target's turn for three turn on a failed save, evading the debuff on a successful one. Can be dispelled as a magical effect.
Essences of Desire
Multiattack. Deaden must be used at the start of the turn. Then execute a Spirit Shock and an Attack.
Rune Shield must be used at the end of the turn if available.
Deaden. Spell Debuff. Choose a random target that must do a CD 16 Constitution saving throw taking a debuff that will double any damage suffered for three turns on a failed save, evading completely the debuff on a successful one. If the target rolls a 19 or a 20 (natural crit), the debuff will be reflected on Essences of Desire. Debuff cannot be dispelled but can be countered as a spell of third level.
Spirit Shock. Spell Attack: 120ft range, one creature. Essence of Desire create a dart that attack the spirit of the main target doing 53 (8d12+5) force damage. Can be countered as a normal spell of 1st level.
Rune shield (Recharge 5-6). Essence of Desire will buff itself with a shield of force getting +50 (10d10) temporary HP and doubling the damage done to any target. The shield lasts until is overwritten by another shield or until is destroyed. While the shield is active, Sirit Shock cannot be countered. Rune shield can be dispelled. Cannot be used on the next turn after the activation but could be recharged.
Essences of Anger
Multiattack. Spite must be used at the start of the turn if available. Always execute a Soul Scream if able. Then perform an Attack.
Soul Scream. Spell Attack: 60ft range, 30ft cone area. Essence of Anger emits a powerul scream in one direction that hit the soul of any target in the area. All targets in the area must do a CD 18 Constitution saving throw taking 28 (4d12+4) necrotic damage on a failed save, half on a successful one. Cannot be countered.
Spite (Recharge 5-6). Essence of Anger will buff one random target that can make a DC 20 Constitution saving throw, the buff will grant 1 turn of complete damage immunity then will suffer for 41 (6d12+5) force damage at the beginning of Essences of Anger's next turn on a failed save, or evading the spell on a successful one. The target can refuse the buff, and it will count as a failed saving throw.
Seethe (1/day). Essence of Anger chooses a random target (preferebly melee). The Essence of Anger's anger flows trougth the target and Essence of Anger itself speeding up the time only for them. As result, only Essence of Anger and that target can do actions for two complete rounds. Those rounds counts for the Essentially trait. If the target dies, the effect of Essence of Anger's anger will extinguish and the combat continues normally.
Total 2 actions per turn.
Attack (Costs #1 Actions). Ranged Weapon Attack: +9 to hit, 120ft range, one creature. Hit: Reliquiary of Souls shoots a spirit dart attacking the main target doing 28 (4d12+4) bludgeoning damage.
Last desire. When Essence of Suffering or Essence of Desire dies, as relief from the defeated evil within, they will call the Intermission Lair action while the head return inside of the Reliquiary.
Due to this benefits, Essence of Anger, as soon as emerge from the Reliquiary, will perform the Seethe Action regardless the initiative turn.
Description
Reliquiary of Souls is a large three headed construct that once contained holy weapon, but now is a slave of Illidan Stormrage and is supposed to keep the souls of the Light abitants of the Black Temple. Normally is the sixth boss of the Black Temple but can switched equally with Teron Gorefiend, Shade of Akama or Gurtogg Bloodboil. The fight is divided into three phases, once for every face. Every face must be defeated in order to access to the other one. The faces are named Essences of Suffering, Essences of Desire, and Essences of Anger respectively to the phases. In the image, the heads are in the middle of the "chest" and the head will return to it at any switch of head; the chest is invulnerable to any source of damage.
Lair and Lair Actions
Lair Actions
This lair obey to the command of any of the three faces, it doesn't partecipate on initiative rolls.
Intermission: All player's characters will be teleported in the middle of the arena. One ghost for each alive character is summoned in the respective corner of the arena (take the Indentured Spirit monster with 25hp). They will last only 2 turns, then any ghost not killed will disappear. They attack random targets. Any ghost killed will grant to player's character in an area of 45ft centered on the ghost the following effects:
- restore 25% of HP
- 1 used spell slot for all the ranks
- 1 used basic class ability (metamagic, bardic inspiration, rage, etc ...) to all abilities
If all the Ghosts are killed (and they were in number equal to the player's characters), the last one will also restore one use of the unique ability / trait used (channel divinity, lucky for example). At the end of this interphase, any active ability will be canceled (rage, any summoned creature, ongoing/channelled spell, etc...). The next Essence will get +50 (5d10) average Hit Points from the previous.
Regional Effects
The region containing a legendary Illidan Stormrage’s lair (Black Temple) is wicked by his evil power, which creates the following effects:
- There is an everlasting night
- Some violet thunder will be created out of nowhere hitting items for 4 (1d8) lightning damage. The items cannot be destroyed by the thunder. Can hit also creature that stands near or on top of the items, but not the various demons in the region. Only works outdoor.
If Illidan Stormrage dies, these effects fade over the course of 2 years.
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Posted Feb 11, 2026Changelog: