Radiant***| ***Fire*** | ***Thunder*** | ***Lightning*** |
This means, a soul with a vulnerability to cold changes its vulnerability to fire and one with a vulnerability to radiant changes its vulnerability to acid damage. If you use these mechanics, you might want to adjust the souls' hit points depending on the damage types your party can effectively use.
#### The Eye's Defeat and Galdera's Ascension
When the *Omniscient Eye* is defeated, it, the darkness surrounding it withdraws to its original position (provided it closed in as described in *Revelation of the Afterlife*) and any corpses stop moving. The eye itself remains open, but becomes pale and empty, Kit can no longer be seen trapped behind it. Any magic that previously was present seems to have faded away. *Divine Sense* and similar features will only reveal that the area itself is desecrated.
The darkness that surrounds the area the party that will face Galdera himself is in (which could be the same party that fought the *Omniscient Eye*, then this will be in the area the eye was fought in) starts to swirl wildly, and the ground starts to shake. A *detect magic* spell will sense a very strong presence of necromancy magic combing from beneath the ground and from the darkness, and characters with *Divine Sense* or similar abilities will start feeling a powerful evil, unholy presence somewhere between a celestial and an undead - more powerful than the eye's presence. Eventually cracks start forming, through which darkness seeps. And then, as the ground finally breaks apart, Galdera takes form in front of the characters, which are all standing on a large remaining piece of ground and, unless they are flying, must succeed on a DC 15 Dexterity saving throw or are knocked *prone*.
### Stage 2: Galdera Himself
The characters find themselves on a crumbling platform, around 120 feet in diameter, floating above a dark, infinite abyss. From said abyss, Galdera himself rises, with Lyblac having merged into his gargantuan, vaguely dragon-shaped, armored body. Galdera looms over the platform in such a way that Lyblac as well as his *Abyssal Maw* and his *Blade of the Fallen* can reach the party with their attacks and spells respectively. Galdera is free to move around the platform, but can never get onto it as he is simply too big, the lower end of his body disappears in the abyss below. There are other smaller platforms floating around as well to which characters may jump or fly, allowing characters to reach positions up to roughly 240 feet away from the starting platform.
The area is filled with dim light, but if a character moves too far away, they will find themselves in maddening darkness similar to the darkness around the eye's lair.
#### One Monster, Multiple Parts
While Galdera himself is one single, enormous creature, he has multiple body parts or extremities - the *Abyssal Maw*, Lyblac and his *Blade of the Fallen* that can be targeted separately, can be subject to status conditions and have separate statblocks and separate turns in initiative order. They all share a pool of legendary resistances with Galdera and move around together with Galdera on his own turn.
As long as all his extremities are alive, Galdera himself does not attack. He starts attacking once one of his body parts has died and increases his offensive whenever another one dies. Once two of them have died, he starts using legendary actions as well.
***Abyssal Maw.*** The gaping maw of Galdera's horned head, with nothing but darkness in it, is known as the *Abyssal Maw*. It can use a breath weapon akin to that of a mighty dragon, consume another creature's spell slots to restore itself and can spell a dread curse upon its enemies to prevent them from using magic.
Once either the *Blade of the Fallen* or Lyblac has died, the Abyssal Maw will use its Elemental Dominance to empower its next breath weapon.
***Lyblac***. Galdera's daughter has become a part of him once more. She has not lost any of her power though, she still is a fearsome spellcaster. She can cast spells that have a range of *self* and therefore would normally target only herself on Galdera himself and on Galdera's other body parts, which allows her to empower the *Blade of the Fallen* with her smite spells.
Once either the *Abyssal Maw* or the *Blade of the Fallen* has died, Lyblac will use her Auspices of the Fallen to buff the remaining extremity.
***Blade of the Fallen.*** Wielded by Galdera's left hand, this massive, wickedly curved and always blood-dripping blade is his main weapon. It has magic similar to that of a vorpal sword, and due to its sheer size, can sweep through multiple creatures close to each other at once.
Its Sweep ability grows in power whenever another body part dies, and once both Lyblac and the *Blade of the Fallen* have died it will use its Wanton Bloodshed to empower itself.
\pagebreakNum
___
___
> ## Galdera, the Fallen
>*Gargantuan Celestial, Lawful Evil*
> ___
> - **Armor Class** 25 (natural armor)
> - **Hit Points** 1025 (50d20+500)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|30 (+10)|5 (-3)|30 (+10)|16 (+3)|24 (+7)|30 (+10)|
>___
> - **Saving Throws** Str +19, Con +19, Wis +16, Cha +19
> - **Skills** Perception + 28, Arcana +19, Religion +19, Deception +28, Intimidation +19
> - **Damage Resistances** fire, lightning
> - **Damage Immunities** necrotic, poison, psychic, bludgeoning, piercing and slashing from nonmagical weapons
> - **Condition Immunities** Blinded, Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
> - **Senses** Truesight 300 feet, passive Perception 38
> - **Languages** all, telepathy 300 feet
> - **Challenge** 30
> ___
>***Colossal.*** Galdera is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks by himself; ony his *Blade of the Fallen* can make opportunity attacks.
In addition, whenever Galdera himself makes a weapon attack, regardless of whether the attack hits or misses, each creature within 10 feet of the attack's target other than Galdera himself must succeed on a DC 20 Dexterity saving throw or takes half the attack's damage.
>
> ***Innate Spellcasting.*** Galdera's spellcasting ability is Charisma (spell save DC 27). He can innately cast the following spells, not requiring any components:
>
> * at will: *bestow curse, hex*
> * 3/day: *spirit guardians* (necrotic), *shadow of moil*
> * 1/day: *divine word*, *finger of death*
>
> ***Legendary Resistance (10/day).*** If Galdera fails a saving throw, it can choose to succeed instead.
>
> ***Magic Resistance***. Galdera has advantage on saving throws against spells and magical effects.
>
>### Actions
> ***Multiattack (Only once either the Abyssal Maw, Lyblac or the Blade of the Fallen has died).*** Galdera can use his World-Ending Presence. He then makes one attack if one of his body parts got killed, two attacks in any combination if two parts have been killed or three attacks in any combination if all three body parts got killed.
>
> ***Accursed Flame (Only once either the Abyssal Maw, Lyblac or the Blade of the Fallen has died).*** *Ranged Spell Attack*, +19 to hit, range 300 feet, one target. *Hit*: 22 (4d10) fire damage plus 22 (4d10) necrotic damage
>
>and the target must succeed on a DC 27 Constitution saving throw or has its hit point maximum reduced by an amount equal to the necrotic damage taken.
>
> ***Exterminate (Only once either the Abyssal Maw, Lyblac or the Blade of the Fallen has died).*** *Melee Weapon Attack*, +19 to hit, reach 20 feet, one target. *Hit*: 36 (4d12+10) bludgeoning damage and the target must succeed on a DC 27 Strength saving throw or be knocked *prone*.
>
> ***Crushing Death (Only when all body parts have died).*** *Melee Weapon Attack*, +19 to hit, reach 20 feet, one target. Hit: 28 (4d8+10) bludgeoning damage plus 22 (4d10) necrotic damage and the target must succeed on a DC 27 Constitution saving throw or its movement speed becomes 0 until the end of its next turn and it has its hit point maximum reduced by an amount equal to the necrotic damage taken.
>
> ***Shadowy Aura.*** The area within 120 feet of Galdera becomes lightly obscured by swirling shadows and each body part can either end one spell affecting it or is cured of the *paralyzed*, *stunned* or *incapacitated* condition.
>
> ***Augmentation.*** Galdera targets the *Blade of the Fallen* or the *Abyssal Maw*. Until the end of its next turn, the *Blade of the Fallen* or the *Abyssal Maw* deals an additional 18 (4d8) necrotic damage with its attacks.
>
> ***World-Ending Presence.*** Each creature of Galdera's choice he can see within 300 feet of him must make a DC 27 Wisdom saving throw. On failure, it becomes *frightened* of Galdera for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Galdera's World-Ending Presence for the next 24 hours.
>
> ***Eternal Void (Recharge 5–6; Only when all body parts have died).*** All magical and nonmagical light sources within 120 feet of Galdera are snuffed out and the area becomes filled with magical darkness until the end of Galdera's next turn. In addition, each creature within the area must make a DC 27 Constitution saving throw, taking 72 (16d8) necrotic damage on a failure or half as much on a success.
>
> ### Bonus Actions.
>
> ***Create Soul (Only when all body parts have died).*** Galdera only uses this bonus action after having successfully used its Banish Soul legendary action. Galdera summons a *Raging Soul*, a *Wailing Soul* or a *Screaming Soul* (check out chapter *Phase 1* for the statblock). The soul's hit point maximum equals the hit point maximum of the creature Banish Soul was used on and takes its own turn in initiative. While the soul is alive, the creature Banish Soul was used on must succeed on a DC 27 Constitution saving throw at the end of each of its turns or gain a level of *exhaustion*, as its connection to its soul fades and it advances towards the afterlife.
>
\pagebreakNum
___
___
> ***Temptation of the Fallen (Only when one of either the Blade of the Fallen or Lyblac has died).*** Galdera channels some of his dark powers into either Lyblac or the *Blade of the Fallen*, depending on which one is still alive. The next time Lyblac uses Decelerate or the *Blade of the Fallen* makes an attack with its Soul Tear, it hits all creatures within range or reach respectively.
>
> ### Reactions
>
> ***Veil of Darkness.*** Galdera takes this reaction after the first of his extremities has died, and again after the second has died. Each remaining body part gains 60 temporary hit points and, while it has these temporary hit points, it gains a +2 bonus to its AC and has resistance to radiant damage.
>
> ### Legendary Actions
> Galdera can take 3 legendary actions, choosing from the options below. He uses one legendary action per round when two of his body parts have died, and uses all of them once all body parts have died. Only one legendary action option can be used at a time and only at the end of another creature's turn. Galdera regains spent legendary actions at the start of his turn.
>
> **Attack.** Galdera makes one attack with its Accursed Flame, Exterminate or Crushing Death.
>
> **Cast a Spell.** Galdera casts one of his spells.
>
> **Accursed Blaze (Costs 2 Actions).** Galdera targets a point it can see within 300 feet of it. Each creature within 20 feet of that point must make a DC 27 Constitution saving throw, taking 22 (4d10) fire damage and 22 (4d10) necrotic damage on a failure or half as much on a success. In addition, on a failure, a creature's hit point maximum is reduced by an amount equal to the necrotic damage rolled
>
> **Banish Soul. (Costs 2 Actions).** Galdera targets a creature he can see within 60 feet of him. That creature must make a DC 27 Charisma saving throw. On a failure, the creature is pulled into a void of blackness as if it was banished, and becomes *incapacitated*. At the end of its next turn, the creature reappears in the space it has left or in the nearest unoccupied space, and must succeed on a DC 27 Constitution saving throw or gain two levels of *exhaustion* as parts of its soul have been ripped out of it.
>
> **Impending Doom (Costs 2 Actions).** Galdera attempts to recharge his Eternal Void, and the next time he uses Eternal Void within the next minute, it deals an additional 27 (8d8) necrotic damage and each creature that fails its saving throw will become *restrained* until the end of its next turn by swirling shadows and skeletal hands reaching up from the ground.
___
___
> ## Abyssal Maw
>
>*Huge Monstrosity, Lawful Evil*
> ___
> - **Armor Class** 19 (natural armor)
> - **Hit Points** 310 (20d12+160)
> - **Speed** 0 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|24 (+7)|9 (-1)|27 (+8)|7 (-2)|11 (0)|27 (+8)|
>___
> - **Saving Throws** Str +16, Con +17, Cha +17
> - **Damage Immunities** necrotic, poison, psychic, bludgeoning, piercing and slashing from nonmagical weapons
> - **Condition Immunities** Blinded, Charmed, Exhaustion, Frightened, Petrified, Poisoned, Prone, Unconscious
> ___
>
>
> ***Shared Legendary Resistance.*** If the Abyssal Maw fails a saving throw, Galdera can use one of his Legendary Resistances to cause the Abyssal Maw to succeed instead.
>
> ### Actions
>
> ***Multiattack.*** The Abyssal Maw makes one attack with its
>
>bite and uses either its Consume Aether or its Dark Flame's Curse or, if available, its Elemental Dominance.
>
> ***Bite.*** *Melee Weapon Attack*, +16 to hit, reach 15 feet, one target. *Hit*: 27 (3d12+7) piercing damage. The damage dealt by this attack increases by 1d12 once either Lyblac or the *Blade of the Fallen* has died, and by another 1d12 once both are slain.
>
> ***Consume Aether.*** Each creature that has spell slots and is within 60 feet of the Abyssal Maw must make a DC 25 Constitution saving throw. On a failure, a creature loses a spell slot of a random level and the Abyssal Maw regains hit points equal to five times the spell slot's level.
>
> ***Dark Flame's Curse.*** The Abyssal Maw targets one creature within 60 feet of it and utters dread words. That creature must succeed on a DC 25 Wisdom saving throw or is cursed and starts burning with cold, dark flames. While cursed in this way, it takes 18 (4d8) necrotic damage at the start of each of its turns, and when it attempts to cast a spell, it first must succeed on a DC 25 saving throw using its spellcasting ability or the spell fails. The curse can be removed with a *remove curse* spell and also ends when the Abyssal Maw is slain or when the Abyssal Maw's concentration is broken as if it was concentrating on a spell.
>
\pagebreakNum
___
___
> ***Breath of the Fallen (Recharge 5–6).*** The Abyssal Maw uses one of the following breath weapons:
> * *Hell's Thunder.* The Abyssal Maw lets out a thunderous roar within a 120-feet cone. All creatures within that area must make a DC 25 Constitution saving throw, taking 72 (16d8) thunder damage on a fail or half as much on a success. In addition, on a failure, a creature is *deafened* until the end of its next turn.
> * *Frozen Hell.* The Abyssal Maw breathes freezing winds within a 90-feet cone. All creatures within that area must make a DC 25 Constitution saving throw, taking 72 (16d8) cold damage on a failure or half as much on a success. In addition, on a failure, a creature's movement speed is halved until the end of its next turn.
> * *Hellfire*. The Abyssal Maw breathes fire within a 300-feet line that is 10 feet wide. Each creature within that area must make a DC 25 Dexterity saving throw, taking 42 (12d6) fire damage and 42 (12d6) necrotic damage on a failure or half as much on a success. In addition, on a failure, a creature's hit point maximum is reduced by an amount equal to the necrotic damage taken.
>
> ***Elemental Dominance (Only when *Lyblac* or the *Blade of the Fallen* are slain).*** The Abyssal Maw recharges its breath weapon and the next time it uses its breath weapon, creatures cannot benefit from any resistance to the damage dealt by it.
___
___
> ## Lyblac
>
>*Medium Undead, Lawful Evil*
> ___
> - **Armor Class** 17 (natural armor)
> - **Hit Points** 210 (20d8+120)
> - **Speed** 0 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|18 (+4)|22 (+6)|22 (+6)|24 (+7)|27 (+8)
>___
> - **Saving Throws** Con +17, Wis +16 Cha +17
> - **Damage Immunities** necrotic, poison, psychic, bludgeoning, piercing and slashing from nonmagical weapons
> - **Condition Immunities** Blinded, Charmed, Exhaustion, Frightened, Petrified, Poisoned, Prone, Unconscious
> ___
>***Part of a Whole.*** Lyblac can concentrate on two spells at once and her spells with a range of *self* can target Galdera himself or his other body parts instead of Lyblac herself.
>
>***Shared Legendary Resistance.*** If Lyblac fails a saving throw, Galdera can use one of his Legendary Resistances to cause Lyblac to succeed instead.
>
> ***Spellcasting.*** Lyblac is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 25). She can cast the following spells:
>
> * Cantrips (at will): *chill touch*, *guidance*, *mind sliver*, *thaumaturgy*, *vicious mockery*
> * 1st level (4 slots): *bane*, *sanctuary*, *shield*, *searing smite*, *wrathful smite*
> * 2nd level (3 slots): *dissonant whispers*, *spiritual weapon*, *Tasha's mind whip*, *wither and bloom*
> * 3rd level (3 slots): *bestow curse*, *counterspell*, *spirit guardians* (necrotic)
> * 4th level (3 slots): *Raulothim's psychic lance*, *shadow of moil*, *staggering smite*
> * 5th level (3 slots): *dominate person*, *synaptic static*
> * 6th level (2 slots): *circle of death*, *mass suggestion*
> * 7th level (2 slots): *finger of death*, *crown of stars*
> * 8th level (1 slot): *glibness*, *holy aura*
> * 9th level (1 slot): *time ravage*
>
> ***Turn Resistance.*** Lyblac has advantage on saving throws against abilities that turn undead.
>
> ***Stygian Sorcery.*** When Lyblac casts a spell that deals damage, she can change the spell's damage type to fire or necrotic.
> ### Actions
> ***Multiattack.*** Lyblac casts one spell with a casting time of one action and uses Deceleration or Soul Healing or, if available, its Auspices of the Fallen.
>
> ***Deceleration.*** Lyblac targets one creature within 120 feet of her. The target must make a DC 25 Constitution saving throw. On a failure, it takes 36 (8d8) necrotic damage and is under the effect of a *slow* spell until the end of its next turn. On a success, it takes half as much damage without any other effects.
>
> ***Soul Healing.*** Lyblac targets the *Blade of the Fallen* or the *Abyssal Maw*, which regains 48 (9d8+8) hit points and has any curse affecting it removed.
>
> ***Auspices of the Fallen (Only when the Abyssal Maw or the Blade of the Fallen are slain).*** Lyblac targets the remaining body part, which gains the effects of a *haste* spell (no concentration required) and can immediately use its reaction to make one weapon attack against a target within range.
\pagebreakNum
___
___
> ## Blade of the Fallen
>
>*Huge Construct, Lawful Evil*
> ___
> - **Armor Class** 21 (natural armor)
> - **Hit Points** 330 (20d12+180)
> - **Speed** 0 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|28 (+9)|25 (+7)|28 (+9)|12 (+1)|16 (+3)|7 (-2)
>___
> - **Saving Throws** Str +19, Dex +17, Cha +8
> - **Damage Immunities** necrotic, poison, psychic, bludgeoning, piercing and slashing from nonmagical weapons
> - **Condition Immunities** Blinded, Charmed, Exhaustion, Frightened, Petrified, Poisoned, Prone, Unconscious
> ___
>
>***Shared Legendary Resistance.*** If the Blade of the Fallen fails a saving throw, Galdera can use one of his Legendary Resistances to cause the Blade of the Fallen to succeed instead.
>
>***Vorpal Blade.*** If the Blade of the Fallen scores a critical hit, the target must succeed on a DC 20 Constitution saving throw or drops to 1 hit point, unless the damage dealt by the attack is enough to knock it *unconscious* or to kill it.
>
> ### Actions
> ***Multiattack.*** The Blade of the Fallen makes two attacks with its Soul Tear. It can use its Dark Blade's Curse in place of one of these attacks. Once both the *Abyssal Maw* and Lyblac are slain, it makes a third attack its Wanton Bloodshed.
>
> ***Soul Tear.*** *Melee Weapon Attack*, +18 to hit, reach 30 feet, one target. *Hit*: 27 (3d12+7) slashing damage plus 11 (2d10) necrotic damage. The target must succeed on a DC 26 Constitution saving throw or has
>
>its hit point maximum reduced by an amount equal to the necrotic damage taken. The necrotic damage dealt by this attack increases by 1d10 once either the *Abyssal Maw* or Lyblac has died, and by another 1d10 once both are slain.
>
> ***Wanton Bloodshed (Oonly when the Abyssal Maw and Lyblac are slain).*** *Melee Weapon Attack*, +18 to hit, reach 30 feet, one target. *Hit*: 27 (3d12+7) slashing damage and the target must make a DC 26 Wisdom saving throw or is under the effect of a *compelled duel* spell (no concentration required) for 1 minute or until the *Blade of the Fallen* dies.
>
> ***Dark Blade's Curse.*** The Blade of the Fallen targets one creature within 30 feet of it. That creature must succeed on a DC 26 Wisdom saving throw or is cursed and starts feeling searing pain as if a thousand blades were cutting it. While cursed in this way, a creature takes 18 (4d8) slashing damage at the start of each of its turns and deals only half damage with its weapon attacks. The curse can be removed with a remove curse spell and also ends when the Blade of the Fallen is slain or when the Blade of the Fallen's concentration is broken as if it was concentrating on a spell.
>
>
> ***Sweep (Recharge 5–6).*** The Blade of the Fallen makes a wide sweep, attempting to hit everything within a 30-feet cone. Each creature within the area must make a DC 26 Dexterity saving throw, taking 27 (3d12+7) slashing damage on a failure or half as much on a success.
>
> If the *Abyssal Maw* or the *Blade of the Fallen* are slain, this action turns into *Mighty Sweep*: The damage increases to 40 (5d12+7) and creatures who fail the saving throw are knocked *prone*.
>
> If both other body parts are slain, this action turns into *Almighty Sweep*: The damage increases to 53 (7d12+7) and creatures who fail the saving throw are hurled up to 60 feet away, landing *prone*.
>
#### Lair Actions: Galdera's Prison
At initiative count 20 (losing initiative ties), Galdera takes one of the following lair actions to create one of the following effects, representing him gaining strength and attempting to shatter his prison; Galdera cannot use the same effect twice in a row:
* **Maelstrom of Darkness.** Galdera creates a 40-foot-radius, 20 feet high maelstrom of magical darkness centered on a point within 300 feet of him. Any creature within the area must succeed on a DC 20 Strength
saving throw or is pulled into the center of the
maelstrom. Any platform fully within the area of the maelstrom is pulled towards the maelstrom's center following a circular pattern. The maelstrom's area counts as difficult terrain.
\pagebreakNum
* **Shatter.** Galdera targets a smaller platform, not more than 20 feet in diameter, within 300 feet of him. The platform starts to crack and any creature on it must succeed on a DC 20 Dexterity saving throw or is knocked *prone*. On the next initiative count 20, the platform shatters and disappears, causing any creature on it that is not flying to fall.
* **Crash.** Galdera moves a small platform within 300 feet of him that is not more than 20 feet in diameter up to 60 feet in a direction of his choice, or a bigger platform as big as a quarter of the main platform up to 30 feet in a direction of his choice. If the platform collides with another one, each creature within 10 feet of the point of collision must succeed on a DC 20 Dexterity saving throw or takes 18 (4d8) bludgeoning damage and is knocked *prone*. In addition, a platform up to the size of a quarter of the main platform that has been involved in a crash thrice will start to form cracks and shatters at the next initiative count 20.
* **Fissure (Only once two of its body parts got killed).** Galdera attacks the main platform, attempting to smash it. The platform trembles and shakes and a crack starts to form, from one side to the other side of the platform. At the next initiative count 20, the platform splits into two along that crack, with a 10-foot gap separating the two parts. Any creature on the platform must make a DC 20 Dexterity saving throw or be knocked prone. Any creature that is within 5 feet of the crack when the platform splits and that is not flying must make another DC 20 Dexterity saving throw or falls.
Galdera can use this lair action again on the two halves of the main platform, causing them to split again.
#### Galdera's Defeat
Once Galdera himself has been defeated, the darkness starts to fade, pushed aside by rays of bright light. Galdera, being a god, can never be truly slain, but at least he has been sealed away again, this time in a severely weakened state, and won't have a chance of wreaking havoc ever again, or at least not for a few thousands of years. The light shines brighter and brighter, and eventually the players find themselves again in front of the Gate of Finis, with a weakened Kit standing next to them. The Gate of Finis slowly closes behind them while a faint wail of Galdera, who fell again today, can be heard - to be never opened again.
### Running the Encounter as an Epic
Due to this encounter having two phases that are completely separate from each other, it can be run as an Epic on two tables. This means two DMs run one phase each, simultaneously, with a different party - both phases are fight at the same time, almost as if it was one gargantuan creature with two weak points: the Omniscient Eye and its physical body. In some way this also mimics how the actual fight in the original game might have happened and provides an explanation for why in the original game different characters have to be used for the two different phases.
If the encounter is run as an epic, both parties should start at roughly the same time, and the DMs should be aware of what happens on the other table to some extent - events on one table may be used as triggers for events on the other table. Some suggestions for events that can happen in this way are as follows:
#### Galdera, the Fallen
***The Omniscient Eye uses Curse of the Afterworld.*** The eye is weakened now, but also more angry, and so is Galdera.
* The Blade of the Fallen uses one of its attacks on its next turn to strike the ground, resulting in the same effect as if Galdera had used the *Fissure* lair action.
* The Abyssal Maw uses its action on its next turn to make a Bite attack against each creature in reach.
***The Omniscient Eye enters its Mythic phase.*** When the eye enters its Mythic phase, Galdera himself on the other table will certainly feel it and may react in one of the following ways:
* Darkness starts to close in around Galdera himself as it does around the eye, reducing the size of the available area, as described in *The End is Coming* (page 3).
* Galdera uses its *Veil of Darkness* reaction if he still has body parts left.
***The Omniscient Eye dies.*** The death of the Omniscient Eye weakens Galdera significantly, his fate is almost sealed.
* Galdera and all his extremities are considered *blinded* from now on.
* Galdera can no longer use his Eternal Void or its Create Soul.
* A *maelstrom of darkness* appears centered on Galdera himself, working as described in the lair action, and remains there until Galdera dies. The maelstrom's radius increases by 20 feet at initiative count 20 each round, as Galdera fights against his own collapse and the collapse of his dark realm within his prison plane.
#### The Omniscient Eye
***The Abyssal Maw dies.*** When the *Abyssal Maw* dies, the Omniscient Eye loses some of its elemental prowess, but also becomes enraged.
* The eye can no longer activate its Elemental Aura.
* A Raging Soul can make one additional attack as part of its Multiattack action.
***Lyblac dies.*** When Lyblac dies, the Omniscient Eye's dark magic grows weaker, but the souls summoned by it become even wilder.
* The eye can no longer activate its Shadowy Aura.
* A Wailing Soul can make an additional attack as part of its Multiattack action.
***The Blade of the Fallen dies.*** The *Blade of the Fallen*'s death causes tortured souls to scream as if they were hit by a thousand blades.
* The eye can no longer activate its Deadly Aura.
* A Screaming Soul can make an additional attack as part of its Multiattack action.
***Galdera's last body part dies.*** Regardless of what body part survived the longest, its fall causes the eye's wrath to reach its peak.
* The eye uses its next action to use its Evil Eye against each creature in range, even if it is not in its Mythic phase yet.
\pagebreakNum
***Galdera dies.*** With Galdera's death, the eye loses its body, it has basically nothing that would support it any longer, its death is unavoidable.
* If the eye has not yet reached its Mythic phase, it immediately uses its Mythic trait Consume Souls.
* A *maelstrom of darkness* appears centered on the eye, working as described in the lair action, and remains there until the eye enters its Mythic phase or until it dies.
* The eye no longer regains hit points when it reduces a creature's hit point maximum while in its Mythic phase.
* The platform cracks and will fall apart on the next initiative count 20 as described in Galdera's *fissure* lair action.
Of course not everything needs to happen, choosing only one or two bullets to happen is perfectly fine and usually the best way anyways - just make sure that players have fun and that you don't overwhelm them.
\pagebreakNum
People love epic boss battles in D&D as well as in video games. Galdera, the true big bad behind the events of Octopath Traveler and secret boss of said game, is well-known for being a particularly challenging enemy - all eight travelers fight him together, divided into two parties of four, one for each of his two forms.
This homebrew document attempts to recreate this epic boss battle in DnD 5e as faithfully as possible, but still with many changes to both remove some of the unfair moments Galdera is infamous for, and to make it work within the rules and framework of a tabletop game.
To have a chance in this epic battle, a party of powerful level 20 characters is recommended - or even two separate parties like in the original game, one for each stage of the fight.
*Cover Art:* [anocurry](https://www.inprnt.com/gallery/anocurry/gate-of-finis/) (front), [Squadala33](https://www.deviantart.com/squadala33/art/Galdera-779814040) (back)
*Sprites*: ripped by [zMega64](https://www.reddit.com/r/octopathtraveler/comments/9k2895/sprite_rips_characters_and_npcs/), © Square Enix
[WWW.GMBINDER.COM](https://www.gmbinder.com)
\columnbreak