✦ Nova

Home › DM tools

The Ultima

DM spoiler — click to reveal

DM-only material. Spoilers for players — reveal only if you are running the game.

DM only. Players don't know the Ultima exists. Held by the Dusk Emperor Malrik Vaelshade: the Empire’s greatest new discovery and armament. It is not a ship and is not one of the Ravus vehicles.

Monster: The Ultima Huge Construct (Aetheric, Divine), Lawful Neutral

Armor Class: 19 (natural armor + Aetheric plating)
Hit Points: 250 (15d12 + 135)
Speed: 40 ft., fly 50 ft. (hover)

STR 22 DEX 12 CON 20 INT 12 WIS 14 CHA 16

Saving Throws: Str +10, Con +9, Wis +6
Skills: Perception +6, Intimidation +7
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Radiant, Fire, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 16
Languages: Common, Celestial (understands, cannot speak)
CR: 16


Traits

Primal Aether Core: The Ultima is powered by Aether extracted from primals defeated or nearly defeated by the party. For each primal the party defeats, the Ultima gains a +1 bonus to attack and damage rolls (maximum +3), reflecting absorbed divine energy. This bonus is reset if the core is destroyed.

Immutable Form: The Ultima is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day): If the Ultima fails a saving throw, it can choose to succeed instead.

Divine Resonance: Infused with The Twelve’s power, the Ultima radiates a 20-foot aura. Creatures of chaotic alignment within the aura have disadvantage on saving throws against the Ultima’s attacks.

Primal Aether Core Vulnerability: The Ultima’s core, glowing with radiant Aether, is exposed (AC 17, 40 HP, immunity to necrotic/poison). Destroying the core (reached with a successful DC 18 Strength check to pry open its chest plating) removes its Primal Aether Core bonuses, halves its movement speed (to 20 ft.), and ends the Divine Resonance aura until repaired.


Actions

Multiattack: The Ultima makes two attacks: one with its Crush Arm and one with its Ultima Aether Cannon.

Crush Arm: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 6) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Ultima Aether Cannon (Recharge 5–6): The Ultima unleashes a divine Aether beam in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 45 (10d10) radiant and fire damage on a failed save, or half as much on a successful one. The beam leaves a trail of consecrated ground, granting advantage on saving throws against necrotic damage for 1 minute.

Divine Barrage (Recharge 6): The Ultima fires a volley of radiant projectiles in a 20-foot radius centered on itself. Each creature in the area must make a DC 16 Dexterity saving throw, taking 27 (6d10) radiant damage on a failed save, or half as much on a successful one. Creatures that fail by 5 or more are blinded until the end of their next turn.


Legendary Actions

The Ultima can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Ultima regains spent legendary actions at the start of its turn.

  • Detect: The Ultima makes a Perception check.
  • Crush Strike: The Ultima makes a Crush Arm attack.
  • Radiant Pulse (Costs 2 Actions): The Ultima emits a wave of divine energy. Creatures within 15 feet must succeed on a DC 16 Constitution saving throw or take 10 (3d6) radiant damage and be pushed 10 feet.
  • Primal Boost (Costs 3 Actions): The Ultima channels stored primal Aether, regaining use of Ultima Aether Cannon or Divine Barrage if either is available, and gains temporary hit points equal to 15 + its Primal Aether Core bonus.

Campaign Notes

  • Role: The Ultima (CR 16) is a mid-campaign boss deployed by the Ravus Empire to secure Ebon Scales or defend against Klythar’s forces, powered by primal Aether from the party’s victories. It suits a party of 4–6 level 11–14 adventurers, showcasing the Empire’s divine-tech ambitions.
  • Tactics: The Ultima uses Ultima Aether Cannon to target grouped enemies, Divine Barrage to disrupt spellcasters, and Legendary Actions to maintain pressure. It prioritizes protecting its Primal Aether Core, retreating if the core is damaged unless cornered.
  • Environment: Deployed in Ravus-controlled sites or against primals summoned by the cult to harvest as a power source, with radiant traps (DC 16 Wisdom save, 2d10 radiant damage) and consecrated zones (advantage on radiant saves).
  • Loot: Defeating the Ultima may yield an Ultima Aether Cannon (see below) or primal Aether shards (cast sacred flame at +5, 1/day).

Weapon: Ultima Aether Cannon

Weapon (Heavy Cannon), Legendary (Requires Attunement)

  • Damage: 4d10 radiant + 2d10 fire
  • Range: 100/400 ft.
  • Weight: 25 lbs.
  • Properties: Ammunition (range 100/400), Heavy, Reload (4 shots), Two-Handed
  • Description: A massive cannon crafted by the Ravus Empire, infused with Aether from primals defeated by the party. Its barrel glows with golden-white energy, etched with runes, and hums with divine resonance. The weapon requires a mechanized frame and attunement to wield, drawing power from the party’s triumphs.

Special Features: - Primal Aether Charge: As an action, you can expend 1 charge to fire a divine beam in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 17 Dexterity saving throw, taking the weapon’s full damage on a failed save, or half as much on a successful one. The cannon has 3 charges, regaining 1d3 charges daily at dawn or after the party defeats a primal. - Divine Retribution: When used against a chaotic or draconic creature, the cannon deals an additional 2d10 radiant damage and imposes disadvantage on the target’s next saving throw against the attack. - Overload Risk: Rolling a 1 on an attack roll causes the cannon to overload with primal Aether. The wielder takes 4d10 fire damage (DC 17 Dexterity save for half) and cannot use the cannon again until the next dawn or repaired (DC 18 Arcana check, 1 hour, using a primal Aether source). - Attunement Cost: Attuning requires a ritual with a primal Aether shard (obtained from a defeated primal), taking 1 hour. The attuner gains vulnerability to necrotic damage while attuned but can sense chaotic or draconic magic within 60 feet.

Campaign Integration: - Acquisition: The party might loot the cannon from the Ultima or steal it from a Ravus research site after defeating a primal. - Usage: The weapon’s power grows with the party’s victories, but its overload risk and Ravus pursuit make it a strategic choice. Ideal for levels 10–14, especially against Klythar’s forces. - Narrative Role: The cannon symbolizes the Ravus Empire’s attempt to wield The Twelve’s power against Klythar. It could lead to a quest to purify or destroy it, aligning with the party’s mission.


Campaign Context

  • Ravus Empire Role: The Ultima and Ultima Aether Cannon are Ravus’s response to Klythar’s threat, using primal Aether from defeated primals to fuel their war machine. They clash with the Order of the Ouroboros and Triad near the Eboncrater.
  • Connection to The Twelve: The Ultima’s radiant aura and the cannon’s divine resonance tie them to The Twelve, contrasting Klythar’s chaotic Aether. This pits the party against Ravus if they oppose imperial control, or allies them if Ravus targets Klythar.