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DnDCampaign/NPCs/Primordial Wrath.md
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---
type: npc
role: "Primordial Titan / Final Boss"
alignment: Chaotic Neutral (unthinking force of nature)
race: Primordial
---
# Primordial Wrath
## Overview
The Primordial Wrath is not a thinking being — it is a force of nature given form. Created by the First Sages 3,200 years ago, it was designed as a living lock: a being of pure elemental chaos placed over a planar rift to seal away the **Elder Dark**, a cosmic entity of entropy that predates the multiverse. The Wrath has been imprisoned for so long that it has forgotten its purpose. It knows only pain, fury, and the desperate need to escape.
If freed, the Wrath will not negotiate, scheme, or monologue. It will simply destroy — lashing out at everything until it exhausts itself, at which point the Elder Dark will consume it from within and emerge into a defenseless world.
## The Elder Dark
A being that the First Sages could not kill — only imprison. The Elder Dark is entropy incarnate: the inevitable heat death of all things given consciousness and hunger. It has been feeding on the Wrath's elemental energy for three millennia. If the Wrath is destroyed or freed, the Elder Dark gains a foothold in the Material Plane.
### Why This Matters
- It gives the campaign stakes beyond "stop the cult."
- It creates moral complexity: the Wrath is sympathetic (it was created to suffer) but dangerous (it can't be reasoned with).
- It prevents a boring "just kill it" solution. The party must choose between sealing (preserving an unjust prison), destroying (unleashing something worse), or ascending (sacrificing a party member to replace the Wrath).
## Phase 1 — The Titan (CR 26)
The Wrath's physical form — a 50-foot humanoid of churning elemental matter. It has no face, only a vortex of fire, water, earth, and air where a head should be.
- **HP:** 536 (32d20 + 196) | **AC:** 22 (elemental barrier) | **Speed:** 60 ft, fly 120 ft (hover)
- **Damage Immunities:** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- **Condition Immunities:** charmed, frightened, paralyzed, petrified, poisoned, stunned
- **Senses:** truesight 120 ft, passive Perception 20
- **Languages:** understands Primordial but cannot speak
### Actions
- **Multiattack:** 3 Slam attacks (+16, reach 15 ft, 4d12+8 force damage) OR 2 Elemental Lash (+16, reach 30 ft, 6d10 of chosen element: fire/cold/lightning/acid)
- **Chaos Wave (Recharge 5-6):** 60 ft cone. DC 24 DEX save. 16d8 damage of a random element (roll d4). Half on success.
- **Seal Fracture:** As an action, the Wrath targets one seal anchor within 120 ft. The seal begins cracking. At the start of the Wrath's next turn, if the party hasn't disrupted the crack (DC 20 Arcana as an action, or deal 30+ damage to the crack in one turn), the seal shatters permanently.
### Legendary Actions (3/Round)
| Action | Cost | Effect |
|--------|------|--------|
| Elemental Shift | 1 | Teleport 60 ft, change its elemental resistance |
| Slam | 1 | One Slam attack |
| Chaos Pulse | 2 | Every creature within 30 ft takes 4d10 force damage (DC 22 DEX half) |
| Anchor Shatter | 3 | Automatically shatter one damaged seal anchor |
### Lair Actions (Initiative 20)
- **Wild Magic Surge:** Roll on Wild Magic table (PHB p.104). Affects all creatures within 300 ft.
- **Elemental Absorption:** The Wrath heals 20 HP for each source of elemental damage it takes this round.
- **Planar Rift:** A 10 ft rift opens beneath one creature. DC 20 DEX save or fall into the Elemental Chaos (1 round of 6d10 random elemental damage, then ejected 30 ft away, prone).
## Phase 2 — The Chaos Heart (CR 28, Mythic)
When the Titan reaches 0 HP, its form collapses and the Chaos Heart is revealed — a 10-foot sphere of pure elemental chaos, floating at the center of the chamber. The Chaos Heart cannot move but radiates overwhelming energy.
- **HP:** 300 | **AC:** 25 (pure energy) | **Speed:** 0 ft (stationary)
- **Damage Immunity:** all damage except force and magical bludgeoning/piercing/slashing from artifact weapons
- **Vulnerability:** force damage from the [[Emberheart]] (deals double)
### Actions
- **Chaos Eruption (every round):** All creatures within 120 ft take 30 (4d12+4) force damage. DC 24 DEX save for half. This damage increases by 1d12 each round of combat.
- **Elemental Flood (Recharge 6):** A 30 ft radius sphere erupts in one element. DC 24 save of appropriate ability. 20d8 damage on failure, half on success.
- **Entropic Grasp (Recharge 5-6):** Target creature within 60 ft must make DC 24 CON save. On failure, 10d12 necrotic and target's maximum HP is reduced by that amount. On success, half damage and no HP reduction.
### The Solution
The Chaos Heart cannot be killed by damage alone. The party must choose one of the endings described in [[Arc 4 - Tide of Ruin#Hook 17: The Final Choice|Arc 4, Hook 17]]:
- **Re-Seal:** Perform the Rite of Seven Flames while the Emberheart is held against the Chaos Heart.
- **Destroy:** Throw the Emberheart into the Chaos Heart.
- **Ascend:** One willing character touches the Chaos Heart and makes a DC 25 CHA save.
## DM Notes
- This is a level 20 boss fight. Go all out.
- The Wrath does not speak. Use description to convey its nature — the mountains trembling, the sky splitting, the elements themselves screaming.
- Let the party's preparation matter. If they recruited all factions, the allied army buys them time. If they secured all Dragon Lords, the Rite is easier. If they have the Emberheart, they have options.
- The Chaos Heart phase should feel desperate. The damage ramps up each round. The party must act decisively.