![]() ![]() While at the final part there is the (we hope) running on fumes, the players have just experienced effectively two back-to-back large combats and I think it would do well to mix it up again. I'd suggest for the first part some more traditional minions, because 5e doesn't do well with solos and having minions plus the legendary actions should cede the action-economy advantage to the players from the start. The second part also has some build in minions in the arms. You're in a massive 3-part battle, you need to mix it up. I'd actually make them rather resistant to just the "beat on them" and make them require cleverness to shut down, be it specific skills like disintegrate, religion / arcana checks to determine where to attack to have attacks worthwhile, or whatever. I like how there's other objectives besides just "hit it!' in the second phase due to the pillars. ![]() It's weaker then the previous forms, but the players should be running on fumes at this point.ĭestroying Holloway Core destroys the Engine and Holloways's Phylactery ending his thread once and for all. A Clockwork Orb with a spectral Skeleton face and two spectral clawed arms sticking out of it. The final phase is just to see if they can destroy Holloway and the core. Holloway Phase 3: Holloway Possesed Core. There are also two pillars in the Room that supply energy to the Engine, each healing it for 50 HP. Needing to be defeated before it fully activates and starts destroying everything. It consists of the Main Engine and it's two arms. This phase serves as the meat of the boss fight. The Engine being a massive golemish constructs with stupidly powerful abilities. Holloway Phase 2: Holloway the Engine of DestructionĪfter his defeat like normal his soul goes to his phylactery, however he has planted it inside the core of the Engine of Destruction, along with the special rituals he has cast in advance his destruction allows his soul to enter the Engine and control it.
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