Conclave Supremacy: While two or more minions are alive, Axiom Primarch has resistance to all damage, His spell save DC increases by +1; He gains advantage on all saving throws
Shared Cataclysm (Reaction, 1/round): when a minion within 30 ft. takes damage, Half the damage is redirected to primarch (no reduction), the minion gains resistance to triggering damage
Fractured Continuum (Reaction, 1/round): When the primarch fails a saving throw, he may: succeed instead, teleport 15 ft. to an unoccupied space, one random creature within 15 ft. takes 10 (3d6) force damage.
Phase Shift (Cataclysm Mode): At 110 HP, the primarch enters cataclysm mode: Gains 3 Legendary Actions per round, void scepter deals +10 force damage, lair hazards intensify
Spellcasting. The Axiom Primarch is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 18, +10 to hit with spell attacks). The Axiom Primarch has following wizard and warlock spells prepared:
Cantrips (at will): Eldritch Blast, counterspell, mage hand
3rd-level (3 slots): Blight
4th-level (3 slots): Blinding Smite
5th-level (3 slots): Synaptic Static, Banishing Smite / Banishment
6th-Level (3 slots): Wall of Force, Telekinesis
Multi attack: The Primarch makes two attacks, or casts one spell and makes one Void Scepter attack
Void Scepter. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 18 (3d8 + 4) necrotic damage, 7 (2d6) force, target must succeed on a DC 17 CON save or have disadvantage on its next turn
Gravitic Rupture (Recharge 5-6). The Primarch detonates space in a 20-ft-radius sphere within 60 ft, Creatures in the must make a DC 18 STR save: Failure: 45(10d8) force damage and restrained, Success: Half damage and not restrained
Arcane Reposition: The Primarch teleports up to 15 feet to an unoccupied space he can see.
Restrictions
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Cannot be used if restrained
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Does not provoke opportunity attacks
Tactical Command: The Primarch chooses one minion within 60 ft. that can hear him.
That minion can immediately:
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Move up to half its speed, or
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Make one weapon attack, or
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Take the Hide or Disengage action
Restrictions
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Cannot target the same minion two rounds in a row
Void Ward (Recharges 5-6): he Primarch gains 20 temporary hit points and advantage on the next saving throw he makes before the end of his next turn.
Cataclysm Mode Bonus Action (Phase 2 Only)
Unlocked when the Primarch drops to 110 HP or fewer.
Collapse Step: The Primarch teleports up to 30 feet.
Each creature he passes within 5 feet of during this teleport must succeed on a DC 18 Dex save or take 10 force damage and be pushed 5 ft.
Fractured Defense:
Trigger:
The Primarch is hit by an attack or fails a saving throw.
Effect:
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Reduce the damage by 20 (after resistances), or
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Turn the failed saving throw into a success
After using this reaction:
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The Primarch cannot use this reaction again until the start of his next turn
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The space he occupies becomes lightly obscured until the end of the current tur
Conclave Intercession:
Trigger:
A creature the Primarch can see within 30 ft. is targeted by an attack or fails a saving throw.
Effect:
One minion within 30 ft. of the Primarch:
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Teleports up to 10 ft. to an adjacent space to the target
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Becomes the new target of the attack or effect
Limit:
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Cannot be used if no minions are alive
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Each minion can only be redirected once per round
Legendary Actions (Cataclysm Mode)
The Primarch can take 3 legendary actions, choosing from below:
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Cantrip Cast
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Teleport 30 ft.
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Command Minion: A minion moves or makes one attack
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Collapse Field (Costs 2):
10-ft-square becomes difficult terrain; DC 18 Dex save or prone
Description
A genius arcanist bound to a gravity-warping engine, commanding a conclave through force of will and arcane supremacy.
Lair and Lair Actions
The chamber yawns open into a vast circular vault, easily eighty feet across, its ceiling lost in shadow far above. The air vibrates with a low, thrumming hum that you feel in your bones more than hear.
At the heart of the room rises a massive arcane engine—rings of blackened metal and glowing sigils slowly rotating around a blinding core of condensed energy. Gravity seems… uncertain here. Dust and loose debris drift upward before snapping back to the floor in sharp, unnatural jolts.
Thick conduits snake outward from the engine like veins, vanishing into the walls where they pulse with dull violet light. Between them, fractured stone and reinforced platforms form uneven walkways, some cracked, some hovering a few inches above the ground as if unsure they belong.
Arcane pillars ring the chamber, each etched with runes of containment and strain—several are visibly cracked, leaking threads of distorted light. The floor itself is scarred with glowing fault lines, where space appears thin, stretched, and ready to tear.
And standing calmly before the engine, as if the chaos were perfectly ordered, is the Axiom Primarch. His eyes never leave you as the engine’s pulse deepens, responding to his presence like a living thing.
Whatever power is contained here is no longer stable. And now that you’ve entered, it knows you’re here.
Lair Actions
On initiative count 20 (losing initiative ties), the Axiom Primarch takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
Gravitic Pulse
The engine hum deepens and the floor warps.
Effect:
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Each creature of the Primarch’s choice within 30 ft. must make a DC 18 Strength saving throw.
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Failure: Pulled 15 ft. toward the nearest arcane reactor or conduit and knocked prone.
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Success: Pulled 5 ft. (no prone).
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Void Geyser
A conduit ruptures, blasting void energy upward.
Effect:
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The Primarch chooses a 10-ft-radius, 30-ft-high cylinder he can see.
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Creatures in the area must make a DC 17 Dexterity saving throw.
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Failure: Take 22 (4d10) necrotic damage and are restrained by crackling energy until the end of their next turn.
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Success: Half damage, not restrained.
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Terrain Change:
The affected area becomes difficult terrain until initiative 20 next round.
Reality Fracture
Space splits along glowing fault lines.
Effect:
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The Primarch chooses two 10-ft squares on the ground.
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Until the next initiative 20:
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These squares are hazardous terrain
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A creature entering or starting its turn there takes 10 force damage
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Concentration checks made in these squares have disadvantage
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Conduit Overload
The conclave siphons raw power from the engine.
Effect:
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All minions gain advantage on their next attack roll or saving throw before the end of their next turn.
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The Primarch gains 10 temporary hit points.
If no minions remain:
The Primarch instead gains advantage on all saving throws until initiative 20 next round.
Escalation — Cataclysm Mode (110 HP or fewer)
When the Primarch enters Cataclysm Mode, lair actions intensify:
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Gravitic Pulse pulls creatures 20 ft. instead of 15 ft.
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Void Geyser damage increases to 5d10
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Reality Fracture affects three squares instead of two
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