Myrmidon369
2019-06-13, 06:23 PM
So I'm running Way of the Wicked, we're on book 4 and getting ready to fight Eiramanthus, an ancient copper dragon. The party consists of all level 14, an alchemist, sorcerer, bloodrager, antipaladin, a cleric, and two npcs (level 13 shaman necromancer and Grumblejack, level 13 Ogre/Two-Handed Fighter). Now, my party is pretty optimized, steam rolling through encounters without my tweaking. I think with a houserule allowing a Antimagic Field to extend 10ft from his entire party, that alone will surprise the party, but I want the fight to be memorable. The location is very bland, simply a large dome, 140x140ft.
I have been adding in Lair Actions from 5e to spice things up a bit, such as adding minions or spell effects that can modify the battlefield a bit. Since Eiramanthus is a planar traveler, I was thinking of having his dome teleport from one plane to the next every four rounds or so. But the thing is, I have never ran anything involving the other planes and realms and am sorely inexperienced in it.
So my question is, how should these lair actions look like? Which planes should I use? His consorts come from water, nature, and a world at war. Pretty vague really. I was thinking of 1st Round - Plane Shift, 2nd Round - Minions arrive, say elementals; 3rd Round - Some kind of effect related to the plane; and 4th Round - Plane shift again?
I have been adding in Lair Actions from 5e to spice things up a bit, such as adding minions or spell effects that can modify the battlefield a bit. Since Eiramanthus is a planar traveler, I was thinking of having his dome teleport from one plane to the next every four rounds or so. But the thing is, I have never ran anything involving the other planes and realms and am sorely inexperienced in it.
So my question is, how should these lair actions look like? Which planes should I use? His consorts come from water, nature, and a world at war. Pretty vague really. I was thinking of 1st Round - Plane Shift, 2nd Round - Minions arrive, say elementals; 3rd Round - Some kind of effect related to the plane; and 4th Round - Plane shift again?