The Hundredfold Binding

One-Shot · 6 Players · Level 12 · ~3–3.5 Hours · Rhodes Sunforge · Free the Hecatoncheires

📜 Session Summary

Style Mythic Infiltration → Rescue Artisan → Ritual Shutdown / Free the Hecatoncheires
Win Condition Free Briareus from the Heliorbit Manacles (Master Lock or all 4 satellite locks). Cleanup rounds follow — not a DPS race to kill all four brothers.
Players 6 × Level 12 · Duration 3–3.5 hrs
Villains The four fratricidal Heliadae: Actis, Macareus, Candalus, Triopas
Maguffin Tenages's Dial · Quest giver: Electryone

Description

Misthaven’s mist clears onto Rhodes under a hard white sun. Electryone — daughter of Helios — reveals that her four exile brothers have returned to the Sunforge to bind Briareus, a Hundred-Handed One, with engines stolen from murdered Tenages. Free the giant; shame the jealous noon.

"When hundred hands are pinned by jealous noon, turn Tenages’s hours against the locks — free the mountain of arms."— Tenages's Dial

Sunforge Setting

  • Locale: Rhodes — cliffside Sunforge / heliograph temple above the three ancient cities’ sightlines.
  • Tone: Bright, architectural, cruelly orderly — jealousy dressed as science.
  • Map arc: Outer light-colonnade (60×40) → lens-works / fever galleries (50×40) → binding vault (80×50, Briareus center, balconies for Actis).
  • Persistence: Do not kill Helios or unmake Rhodes. Brothers are fair game. Briareus is freed, not farmed for XP via death.

Major Beats

  • Electryone + Tenages’s Dial on the mist-shore.
  • Enc. 1: Actis’s solar automata / light geometry — puzzle or fight.
  • Enc. 2: Fever wardens; recruit Lamprias; learn Master Lock location.
  • Enc. 3: Four distinct Heliadae defend the binding; free Briareus → 1–2 cleanup rounds → vow (foreshadow).

Creature / Enemy List

CreatureEasyMedHardNotes
Solar Automaton234Enc. 1
Fever Warden234Enc. 2
Actis111Ray / ranged
Macareus111Captain / buffs
Candalus111Fever / AoE
Triopas111Siege melee
BriareusfreedfreedCR 16 cleanup

Encounter 1 — Geometry of Jealous Noon

Medium · ~40 min · Skill or combat

Overview

The outer colonnade is a living diagram — mirrors and Solar Automata executing Actis’s light-proofs. Actis is not here yet (vault balcony later); his geometry still kills.

🗺 Terrain

Colonnade 60×40 · bright light · three mirror pylons · two automata lanes. Touching a wrong pylon: Dex DC 13 or 7 (2d6) radiant.

Mechanics

  • Non-combat path: Group challenge with Tenages's Dial — Arcana/Investigation/Survival 4 successes before 3 failures (DC 14). Success: automata power down; Long Rest in a shaded alcove.
  • Combat path: 3 automata. Destroying all pylons (AC 12 / HP 15 each) deactivates remaining automata at start of next round.
  • Fail the skill path loudly → Hard Enc. 2 adds +1 fever warden.

Creature Cards

Solar Automaton

Medium Construct, Unaligned · CR 2 · Actis’s outer geometry

AC 15  |  HP 39  |  Speed 30 ft.

14 (+2)STR
11 (+0)DEX
14 (+2)CON
3 (−4)INT
10 (+0)WIS
1 (−5)CHA

Immune poison, exhaust · Vulnerable to lightning · Mirror plating

Suntrack. While in bright light, +1 to attack rolls.

Multiattack. Two arm-blades.

Arm-Blade. +4 to hit. Hit: 7 (1d8+2) slashing + 3 (1d6) radiant.

Lens Burst (Recharge 5–6). 15-ft cone Dex DC 12; 9 (2d8) radiant.

Tenages's Dial

Wondrous Item (maguffin), Unique

Appearance: palm-sized bronze astrolabe, ticking with stolen star-hours

Handout (23 words). "When hundred hands are pinned by jealous noon, turn Tenages’s hours against the locks — free the mountain of arms."

Enc. 1–2. Action (1/short rest): read the light — advantage on one Investigation, Arcana, or Survival check to navigate solar traps / fever-wards.

Enc. 3. Action adjacent to a Solar Lock: spend the dial’s turn (once per lock, or central Master Lock once) — that lock opens (no check) or DC 14 Arcana/Religion if you prefer tension. Opening the Master Lock (or all 4 satellite locks) frees Briareus.


Encounter 2 — Fever in the Lens-Works

Skill / Medium · ~45 min

Overview

Hot brass galleries smell of Candalus’s craft. 3× Fever Wardens guard Lamprias chained beside a rack of binding lenses. A mural shows four locks around a mountain of arms.

🗺 Terrain

Lens-works 50×40 · two kiln vents (difficult terrain; end turn = 3 fire) · hanging lenses (½ cover; smash AC 10 / HP 5 to drop disadvantage on warden Perception).

Mechanics

  • Non-combat: Bluff as Helios inspectors (Deception/Persuasion DC 14) or vent steam to cover a stealth free (Stealth DC 13). Dial grants adv once.
  • RECRUITMENT: Free Lamprias → Master Lock ID + Help on Dial in Enc. 3.
  • Combat: wardens focus the Dial-bearer. Candalus’s voice echoes (no card yet) promising “hours of fever” if they press on.

Creature Cards

Fever Warden

Medium Humanoid, Neutral Evil · CR 1 · Candalus’s cult levy

AC 13  |  HP 32  |  Speed 30 ft.

13 (+1)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Copper masks; scent of hot metal

Spear. +3 to hit. Hit: 5 (1d6+1) piercing + 3 (1d6) fire.

Fever Brand (1/day). Melee +3; Hit: target Con DC 12 or poisoned 1 minute (repeat end of turns).

🦅

Lamprias the Lens-Wright

Medium Humanoid, Neutral Good · CR 1 · Recruitable

AC 12  |  HP 27  |  Speed 30 ft.

10 (+0)STR
14 (+2)DEX
12 (+1)CON
15 (+2)INT
13 (+1)WIS
11 (+0)CHA

Rhodes artisan forced to polish the binding lenses

RECRUITMENT. Free him in Enc. 2 (Ath DC 12 vs. fever-chains, or Persuasion DC 13 vs. guards). In Enc. 3 he can Help on Dial checks and knows which lock is the Master Lock (auto-ID).

Hammer. +4 to hit. Hit: 5 (1d6+2) bludgeoning.

Polished Flare (1/encounter). Bonus action: one creature within 30 ft. Dex DC 12 or blinded until end of its next turn.

👤

Electryone (Quest Giver)

Medium Celestial (demigoddess), Neutral Good · Daughter of Helios & Rhode

Mist-meets-Rhodes: solar diadem, voice like noon wind

Motivation. Her four brothers — Macareus, Candalus, Triopas, and Actis — have returned to Rhodes in secret to bind Briareus the Hecatoncheires beneath the Sunforge. Stop the ritual without declaring war on Helios.

Secret. They murdered Tenages for his science; the binding engine is built from his stolen dials. Freeing Briareus shames them more than killing them would.

Persistence. Helios is not a target. The brothers are demigod-blooded mortals — killable. Briareus must be freed, not slain.


Encounter 3 — The Hundredfold Binding (Boss)

Hard · ~60–70 min · Free Briareus

Overview

Briareus kneels bound at center under the Heliorbit Manacles. The four brothers hold the vault:

  • Actis — west balcony (rays / refraction)
  • Macareus — north stair (captain / buffs)
  • Candalus — among kiln channels (fever / AoE)
  • Triopas — south floor (siege spear)

🗺 Terrain

Vault 80×50 · Briareus 10-ft center · 4 satellite locks at compass points · Master Lock on his chest-manacle · balconies +10 ft · kiln strips (Candalus).

Mechanics — Freeing Briareus

  • Primary win: Open the Master Lock with Tenages's Dial (action, adjacent) or open/destroy all 4 satellite locks.
  • Each brother still living complicates “his” lock (see Linked Lock traits). Dial bypasses the complication.
  • Nearly guaranteed win: The moment Briareus is freed, the encounter is won. Run 1–2 cleanup rounds while he uses Storm of Hands / Shattering Roar to erase remaining foes. Do not prolong a fair fight against CR 16.
  • If PCs insist on fighting after cleanup, brothers flee or drop; Briareus does not turn on the party.

Mechanics — Distinct Threat Jobs

  • Actis: Punish clustered Dial-runners; Refract off mirrors.
  • Macareus: Lock down the best fighter; keep brothers topped up with Banner/Benediction.
  • Candalus: Kiln Bloom between PCs and Master Lock; aura punishes melee blobs.
  • Triopas: Dive the Dial-bearer; Pillar Crack to drop balcony access.

Resolution — Vow (Foreshadow)

After cleanup, Briareus flexes a hundred unburdened hands and speaks:

"When a threat rises that hands alone cannot number — speak my name across the wine-dark, and I will answer."

DM note: Foreshadow a future session where Briareus joins against a great threat. This is not a player-controlled summoning item; Electryone may later send word when the hour comes.

Creature Cards

Heliorbit Manacles (The Binding)

Huge Apparatus · Encounter Object · Enc. 3 centerpiece

Four satellite Solar Locks (E/N/W/S) + one Master Lock at the heart

Solar Lock. Each lock AC 15 / HP 25. Destroying a lock frees that manacle strand. Linked Heliad traits hinder non-Dial opens (see brothers).

Master Lock. AC 16 / HP 40 — or open with Tenages’s Dial as an action (preferred). Opening Master Lock or all four satellites frees Briareus immediately.

Nearly Guaranteed Win. Once Briareus is free, the encounter is won. Play 1–2 cleanup rounds; remaining enemies drop or flee under Storm of Hands / Shattering Roar.

Failsafe. If the party somehow cannot reach locks: Electryone’s light (if present via Sending) or Lamprias’s Help grants Dial auto-success on Master Lock after round 4.

Actis, the Ray

Medium Celestial (demigod-blooded), Lawful Evil · CR 5 · Founder of Heliopolis’s light-craft

AC 15 (mirrored robes)  |  HP 82 (11d8+33)  |  Speed 30 ft.

10 (+0)STR
18 (+4)DEX
16 (+3)CON
16 (+3)INT
14 (+2)WIS
14 (+2)CHA

Saves: Dex +7, Int +6 · Resist: radiant, fire · Spell attack +7, DC 14

Role. Long-range controller / glass-sniper. Stays on balconies; punishes clusters.

Geometry of Noon. Ignores half cover from bright-lit pillars. Disadvantage on attacks while in darkness.

Linked Lock. While Actis lives, the East Solar Lock has advantage on saves vs. being forced open without the Dial.

Multiattack. Two sun-javelins, or one sun-javelin and Refract.

Sun-Javelin. +7 to hit, range 80/240. Hit: 9 (1d8+4) piercing + 7 (2d6) radiant.

Refract (Recharge 5–6). Choose a reflective surface within 60 ft.; line 30 ft. from that point Dex DC 14; 18 (4d8) radiant.

Blinding Lattice (1/day). 20-ft cube within 60 ft.; Con DC 14 or blinded 1 minute (repeat end of turns).

Step of Light. Teleport 15 ft. to a space in bright light you can see.

Macareus, the Blessed Blade

Medium Celestial (demigod-blooded), Lawful Evil · CR 5 · Kingly exile of Lesbos

AC 18 (solar panoply)  |  HP 97 (13d8+39)  |  Speed 30 ft.

18 (+4)STR
12 (+1)DEX
16 (+3)CON
12 (+1)INT
14 (+2)WIS
16 (+3)CHA

Saves: Str +7, Cha +6 · Resist: radiant

Role. Frontline captain. Buffs brothers; challenges the strongest PC.

Noon Benediction. Allies within 10 ft. (other Heliadae & wardens) deal +3 radiant on weapon hits.

Linked Lock. While Macareus lives, creatures other than him have disadvantage on Athletics checks to wrench the North Lock.

Multiattack. Two solar kopis attacks.

Solar Kopis. +7 to hit. Hit: 9 (1d8+4) slashing + 4 (1d8) radiant.

Challenge of Kings (Recharge 5–6). One creature within 30 ft. Wis DC 14 or must target Macareus with attacks until end of its next turn; Macareus gains 15 temporary HP.

Radiant Banner (1/day). Allies within 30 ft. gain 10 temporary HP; enemies in range Wis DC 14 or frightened until end of their next turn.

Parry. Add 3 to AC vs. one melee attack that would hit.

Candalus, the Fever

Medium Celestial (demigod-blooded), Neutral Evil · CR 5 · Exile of Cos — plague-heat alchemist

AC 14  |  HP 90 (12d8+36)  |  Speed 30 ft.

12 (+1)STR
14 (+2)DEX
16 (+3)CON
16 (+3)INT
12 (+1)WIS
13 (+1)CHA

Saves: Con +6, Int +6 · Immune: poisoned · Resist: fire

Role. Area denial / DoT. Turns the floor into a kiln; softens targets for Triopas.

Heat-Sickness Aura. Creatures that start their turn within 10 ft. Con DC 14 or poisoned until start of their next turn (fever shakes: disadvantage on Concentration).

Linked Lock. While Candalus lives, the West Lock is red-hot — touching it without the Dial deals 7 (2d6) fire.

Multiattack. Two fever-rods, or one rod and Kiln Bloom.

Fever-Rod. +5 to hit, reach 10 ft. Hit: 6 (1d6+2) bludgeoning + 7 (2d6) fire; Con DC 14 or poisoned until end of next turn.

Kiln Bloom (Recharge 5–6). 20-ft radius centered on a point within 60 ft.; Dex DC 14; 14 (4d6) fire; area becomes difficult terrain (hot brass) for 1 minute.

Copper Vapor (1/day). 30-ft cone Con DC 14; 18 (4d8) poison; failure also blinded until end of next turn.

Triopas, the Sundering Spear

Medium Celestial (demigod-blooded), Chaotic Evil · CR 5 · Destroyer-exile of Caria/Thessaly

AC 16  |  HP 102 (12d8+48)  |  Speed 40 ft.

20 (+5)STR
14 (+2)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
11 (+0)CHA

Saves: Str +8, Con +7 · Resist: bludgeoning nonmagical

Role. Melee wrecking ball. Cracks cover, shoves PCs into kiln zones, threatens the Dial-bearer.

Siege Temper. Double damage to objects and structures (railings, lens-scaffolds).

Linked Lock. While Triopas lives, the South Lock cannot be opened by damage — only by the Dial or Briareus’s thrash after freedom.

Multiattack. Two spear attacks. If both hit the same creature, shove it 10 ft. (Str contest vs. +8).

Sundering Spear. +8 to hit, reach 10 ft. Hit: 12 (2d6+5) piercing + 4 (1d8) radiant.

Pillar Crack (Recharge 5–6). Strike a 5-ft pillar/scaffold (AC 14 / HP 20) or the ground; each creature in 10-ft radius Dex DC 15 or 11 (2d10) bludgeoning and prone.

Charge of Three Points (1/day). Move up to Speed without provoking; one spear attack with advantage; Hit: +9 (2d8) radiant and target stunned until end of its next turn (Con DC 15).

🦅

Briareus (Aegaeon), Hecatoncheires

Huge Celestial Giant, Chaotic Good · CR 16 · FREEING = win · Not a boss to kill

AC 18  |  HP 287 (23d12+138)  |  Speed 40 ft.

28 (+9)STR
14 (+2)DEX
22 (+6)CON
12 (+1)INT
16 (+3)WIS
18 (+4)CHA

Saves: Str +14, Con +11, Wis +8 · Resist: BPS nonmagical, radiant · Immune: frightened, paralyzed · LR 3/day

Hundred Hands. Can grapple up to four creatures at once. Ignores the Extra Attack limit for Slam when using Storm of Hands.

Persistence. Iconic Hundred-Handed One — do not make killing him a win condition. He begins the fight bound (incapacitated, immune to damage from PCs, regenerates binding stress).

Cleanup Mandate. Once freed, he spends 1–2 rounds annihilating remaining Heliadae/minions, then speaks his vow and departs into mist/sea-cliff spray. He is overtuned on purpose.

Foreshadow Vow. After cleanup: "When a threat rises that hands alone cannot number — speak my name across the wine-dark, and I will answer." DM note: future session ally; not a PC summon spell.

Storm of Hands (Cleanup). Six Slam attacks, divided as he likes among creatures of his choice within 15 ft.

Slam. +14 to hit, reach 15 ft. Hit: 22 (3d8+9) bludgeoning. On hit vs. a Heliad: also knock prone.

Fling. One grappled Large or smaller creature thrown 40 ft.; Dex DC 19 or 18 (4d8) bludgeoning and prone.

Shattering Roar (1/day, on free). Each enemy within 60 ft. Con DC 19 or 27 (6d8) thunder and stunned until end of Briareus’s next turn. Automatically breaks any remaining Solar Locks.

Detect (1). Perception check.

Slam (1). One Slam.

Sweep (2). Each creature in a 15-ft cone Dex DC 19 or 14 (4d6) bludgeoning and pushed 10 ft.

Tenages's Dial

Wondrous Item (maguffin), Unique

Appearance: palm-sized bronze astrolabe, ticking with stolen star-hours

Handout (23 words). "When hundred hands are pinned by jealous noon, turn Tenages’s hours against the locks — free the mountain of arms."

Enc. 1–2. Action (1/short rest): read the light — advantage on one Investigation, Arcana, or Survival check to navigate solar traps / fever-wards.

Enc. 3. Action adjacent to a Solar Lock: spend the dial’s turn (once per lock, or central Master Lock once) — that lock opens (no check) or DC 14 Arcana/Religion if you prefer tension. Opening the Master Lock (or all 4 satellite locks) frees Briareus.


⚖️ Difficulty Scaling

As Written ★ — 6 Players, Average Level 12

  • Baseline for this guide. Numbers, DCs, and win tracks assume six PCs at average level 12.

Library Standard — 6 Players, Average Level 8

  • Reduce boss HP ~30–35%, strip one phase or one legendary action; minion counts −30%; Phase/Deadly language becomes Hard if present.

Easier

  • APL 10–11: use Library Standard, then remove the deadliest phase rider.

Harder

  • APL 13–15: restore full mythic pressure — extra phase or spawn; DCs +2.

📋 Appendix — Cards

Quest / Item / Allies

👤

Electryone (Quest Giver)

Medium Celestial (demigoddess), Neutral Good · Daughter of Helios & Rhode

Mist-meets-Rhodes: solar diadem, voice like noon wind

Motivation. Her four brothers — Macareus, Candalus, Triopas, and Actis — have returned to Rhodes in secret to bind Briareus the Hecatoncheires beneath the Sunforge. Stop the ritual without declaring war on Helios.

Secret. They murdered Tenages for his science; the binding engine is built from his stolen dials. Freeing Briareus shames them more than killing them would.

Persistence. Helios is not a target. The brothers are demigod-blooded mortals — killable. Briareus must be freed, not slain.

Tenages's Dial

Wondrous Item (maguffin), Unique

Appearance: palm-sized bronze astrolabe, ticking with stolen star-hours

Handout (23 words). "When hundred hands are pinned by jealous noon, turn Tenages’s hours against the locks — free the mountain of arms."

Enc. 1–2. Action (1/short rest): read the light — advantage on one Investigation, Arcana, or Survival check to navigate solar traps / fever-wards.

Enc. 3. Action adjacent to a Solar Lock: spend the dial’s turn (once per lock, or central Master Lock once) — that lock opens (no check) or DC 14 Arcana/Religion if you prefer tension. Opening the Master Lock (or all 4 satellite locks) frees Briareus.

🦅

Lamprias the Lens-Wright

Medium Humanoid, Neutral Good · CR 1 · Recruitable

AC 12  |  HP 27  |  Speed 30 ft.

10 (+0)STR
14 (+2)DEX
12 (+1)CON
15 (+2)INT
13 (+1)WIS
11 (+0)CHA

Rhodes artisan forced to polish the binding lenses

RECRUITMENT. Free him in Enc. 2 (Ath DC 12 vs. fever-chains, or Persuasion DC 13 vs. guards). In Enc. 3 he can Help on Dial checks and knows which lock is the Master Lock (auto-ID).

Hammer. +4 to hit. Hit: 5 (1d6+2) bludgeoning.

Polished Flare (1/encounter). Bonus action: one creature within 30 ft. Dex DC 12 or blinded until end of its next turn.

Heliorbit Manacles (The Binding)

Huge Apparatus · Encounter Object · Enc. 3 centerpiece

Four satellite Solar Locks (E/N/W/S) + one Master Lock at the heart

Solar Lock. Each lock AC 15 / HP 25. Destroying a lock frees that manacle strand. Linked Heliad traits hinder non-Dial opens (see brothers).

Master Lock. AC 16 / HP 40 — or open with Tenages’s Dial as an action (preferred). Opening Master Lock or all four satellites frees Briareus immediately.

Nearly Guaranteed Win. Once Briareus is free, the encounter is won. Play 1–2 cleanup rounds; remaining enemies drop or flee under Storm of Hands / Shattering Roar.

Failsafe. If the party somehow cannot reach locks: Electryone’s light (if present via Sending) or Lamprias’s Help grants Dial auto-success on Master Lock after round 4.

🦅

Briareus (Aegaeon), Hecatoncheires

Huge Celestial Giant, Chaotic Good · CR 16 · FREEING = win · Not a boss to kill

AC 18  |  HP 287 (23d12+138)  |  Speed 40 ft.

28 (+9)STR
14 (+2)DEX
22 (+6)CON
12 (+1)INT
16 (+3)WIS
18 (+4)CHA

Saves: Str +14, Con +11, Wis +8 · Resist: BPS nonmagical, radiant · Immune: frightened, paralyzed · LR 3/day

Hundred Hands. Can grapple up to four creatures at once. Ignores the Extra Attack limit for Slam when using Storm of Hands.

Persistence. Iconic Hundred-Handed One — do not make killing him a win condition. He begins the fight bound (incapacitated, immune to damage from PCs, regenerates binding stress).

Cleanup Mandate. Once freed, he spends 1–2 rounds annihilating remaining Heliadae/minions, then speaks his vow and departs into mist/sea-cliff spray. He is overtuned on purpose.

Foreshadow Vow. After cleanup: "When a threat rises that hands alone cannot number — speak my name across the wine-dark, and I will answer." DM note: future session ally; not a PC summon spell.

Storm of Hands (Cleanup). Six Slam attacks, divided as he likes among creatures of his choice within 15 ft.

Slam. +14 to hit, reach 15 ft. Hit: 22 (3d8+9) bludgeoning. On hit vs. a Heliad: also knock prone.

Fling. One grappled Large or smaller creature thrown 40 ft.; Dex DC 19 or 18 (4d8) bludgeoning and prone.

Shattering Roar (1/day, on free). Each enemy within 60 ft. Con DC 19 or 27 (6d8) thunder and stunned until end of Briareus’s next turn. Automatically breaks any remaining Solar Locks.

Detect (1). Perception check.

Slam (1). One Slam.

Sweep (2). Each creature in a 15-ft cone Dex DC 19 or 14 (4d6) bludgeoning and pushed 10 ft.

The Four Heliadae

Actis, the Ray

Medium Celestial (demigod-blooded), Lawful Evil · CR 5 · Founder of Heliopolis’s light-craft

AC 15 (mirrored robes)  |  HP 82 (11d8+33)  |  Speed 30 ft.

10 (+0)STR
18 (+4)DEX
16 (+3)CON
16 (+3)INT
14 (+2)WIS
14 (+2)CHA

Saves: Dex +7, Int +6 · Resist: radiant, fire · Spell attack +7, DC 14

Role. Long-range controller / glass-sniper. Stays on balconies; punishes clusters.

Geometry of Noon. Ignores half cover from bright-lit pillars. Disadvantage on attacks while in darkness.

Linked Lock. While Actis lives, the East Solar Lock has advantage on saves vs. being forced open without the Dial.

Multiattack. Two sun-javelins, or one sun-javelin and Refract.

Sun-Javelin. +7 to hit, range 80/240. Hit: 9 (1d8+4) piercing + 7 (2d6) radiant.

Refract (Recharge 5–6). Choose a reflective surface within 60 ft.; line 30 ft. from that point Dex DC 14; 18 (4d8) radiant.

Blinding Lattice (1/day). 20-ft cube within 60 ft.; Con DC 14 or blinded 1 minute (repeat end of turns).

Step of Light. Teleport 15 ft. to a space in bright light you can see.

Macareus, the Blessed Blade

Medium Celestial (demigod-blooded), Lawful Evil · CR 5 · Kingly exile of Lesbos

AC 18 (solar panoply)  |  HP 97 (13d8+39)  |  Speed 30 ft.

18 (+4)STR
12 (+1)DEX
16 (+3)CON
12 (+1)INT
14 (+2)WIS
16 (+3)CHA

Saves: Str +7, Cha +6 · Resist: radiant

Role. Frontline captain. Buffs brothers; challenges the strongest PC.

Noon Benediction. Allies within 10 ft. (other Heliadae & wardens) deal +3 radiant on weapon hits.

Linked Lock. While Macareus lives, creatures other than him have disadvantage on Athletics checks to wrench the North Lock.

Multiattack. Two solar kopis attacks.

Solar Kopis. +7 to hit. Hit: 9 (1d8+4) slashing + 4 (1d8) radiant.

Challenge of Kings (Recharge 5–6). One creature within 30 ft. Wis DC 14 or must target Macareus with attacks until end of its next turn; Macareus gains 15 temporary HP.

Radiant Banner (1/day). Allies within 30 ft. gain 10 temporary HP; enemies in range Wis DC 14 or frightened until end of their next turn.

Parry. Add 3 to AC vs. one melee attack that would hit.

Candalus, the Fever

Medium Celestial (demigod-blooded), Neutral Evil · CR 5 · Exile of Cos — plague-heat alchemist

AC 14  |  HP 90 (12d8+36)  |  Speed 30 ft.

12 (+1)STR
14 (+2)DEX
16 (+3)CON
16 (+3)INT
12 (+1)WIS
13 (+1)CHA

Saves: Con +6, Int +6 · Immune: poisoned · Resist: fire

Role. Area denial / DoT. Turns the floor into a kiln; softens targets for Triopas.

Heat-Sickness Aura. Creatures that start their turn within 10 ft. Con DC 14 or poisoned until start of their next turn (fever shakes: disadvantage on Concentration).

Linked Lock. While Candalus lives, the West Lock is red-hot — touching it without the Dial deals 7 (2d6) fire.

Multiattack. Two fever-rods, or one rod and Kiln Bloom.

Fever-Rod. +5 to hit, reach 10 ft. Hit: 6 (1d6+2) bludgeoning + 7 (2d6) fire; Con DC 14 or poisoned until end of next turn.

Kiln Bloom (Recharge 5–6). 20-ft radius centered on a point within 60 ft.; Dex DC 14; 14 (4d6) fire; area becomes difficult terrain (hot brass) for 1 minute.

Copper Vapor (1/day). 30-ft cone Con DC 14; 18 (4d8) poison; failure also blinded until end of next turn.

Triopas, the Sundering Spear

Medium Celestial (demigod-blooded), Chaotic Evil · CR 5 · Destroyer-exile of Caria/Thessaly

AC 16  |  HP 102 (12d8+48)  |  Speed 40 ft.

20 (+5)STR
14 (+2)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
11 (+0)CHA

Saves: Str +8, Con +7 · Resist: bludgeoning nonmagical

Role. Melee wrecking ball. Cracks cover, shoves PCs into kiln zones, threatens the Dial-bearer.

Siege Temper. Double damage to objects and structures (railings, lens-scaffolds).

Linked Lock. While Triopas lives, the South Lock cannot be opened by damage — only by the Dial or Briareus’s thrash after freedom.

Multiattack. Two spear attacks. If both hit the same creature, shove it 10 ft. (Str contest vs. +8).

Sundering Spear. +8 to hit, reach 10 ft. Hit: 12 (2d6+5) piercing + 4 (1d8) radiant.

Pillar Crack (Recharge 5–6). Strike a 5-ft pillar/scaffold (AC 14 / HP 20) or the ground; each creature in 10-ft radius Dex DC 15 or 11 (2d10) bludgeoning and prone.

Charge of Three Points (1/day). Move up to Speed without provoking; one spear attack with advantage; Hit: +9 (2d8) radiant and target stunned until end of its next turn (Con DC 15).

Other Creatures

Solar Automaton

Medium Construct, Unaligned · CR 2 · Actis’s outer geometry

AC 15  |  HP 39  |  Speed 30 ft.

14 (+2)STR
11 (+0)DEX
14 (+2)CON
3 (−4)INT
10 (+0)WIS
1 (−5)CHA

Immune poison, exhaust · Vulnerable to lightning · Mirror plating

Suntrack. While in bright light, +1 to attack rolls.

Multiattack. Two arm-blades.

Arm-Blade. +4 to hit. Hit: 7 (1d8+2) slashing + 3 (1d6) radiant.

Lens Burst (Recharge 5–6). 15-ft cone Dex DC 12; 9 (2d8) radiant.

Fever Warden

Medium Humanoid, Neutral Evil · CR 1 · Candalus’s cult levy

AC 13  |  HP 32  |  Speed 30 ft.

13 (+1)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Copper masks; scent of hot metal

Spear. +3 to hit. Hit: 5 (1d6+1) piercing + 3 (1d6) fire.

Fever Brand (1/day). Melee +3; Hit: target Con DC 12 or poisoned 1 minute (repeat end of turns).