The Dam of Vaeloran Legend
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The Dam of Vaeloran

Four elements, one breaking dam, and the Primordial waiting within

The Primordial of the Four Winds
The Adversary
The Primordial of the Four Winds
elemental (composite) · CR 16

A shape of magma, ice, stone, and storm that changes form with every breath it takes.

Show stat block
The Primordial of the Four Winds
Groot elementaal (samengesteld), onbeheerd (neutraal)
Armor Class 18 (natuurlijke pantsering)
Hit Points 230 (20d10+120)
Speed 12 m, vliegend 18 m, klimmend 12 m
STR22+6
DEX16+3
CON22+6
INT10+0
WIS16+3
CHA18+4
Saving Throws Con +11, Wis +8, Cha +9
Skills Waarneming +8, Overleven +8
Resistances & immunities vuur, kou, bliksem, verpletterend; weerstand tegen wapens die niet magisch zijn
Senses duisterzicht 18 m, passieve Waarneming 18
Challenge 16
Traits

Wisselende Kern. Aan het begin van elke beurt kiest de Oergeest een element (vuur, ijs, steen of storm), wat zijn aanvalstype en resistenties tot zijn volgende beurt bepaalt.

Elementaire Ademtocht. Wanneer de Oergeest schade van het niet-actieve element oploopt, geneest hij voor de helft van dat schadebedrag in plaats van het te ondergaan.

Stormlichaam. Wapenaanvallen van niet-magische oorsprong die de Oergeest raken hebben 50% kans om te missen door zijn wervelende, halfvloeibare vorm.

Actions

Multiaanval. De Oergeest voert twee Elementenslagen uit en gebruikt eventueel Ademtocht van de Vier Winden.

Elementenslag. Aanval met wapen: +11 om te raken, bereik 3 m, één doelwit. Trefkans: 19 (3d8+6) schade van het huidige element (vuur, kou, verpletterend of bliksem).

Ademtocht van de Vier Winden (herlaad 5-6). De Oergeest spuwt een kegel van 12 meter gecombineerde elementen. Elk wezen daarin moet een Behendigheidsredding DC 19 doen, met 44 (8d10) gemengde schade (helft vuur/helft kou) bij falen, of de helft bij succes.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

The mage who kept watch over the dam of Vaeloran lies scorched at your feet, gasping out his last words: twenty-four hours. Behind him the ancient rampart of hardened magic, the wall that has kept fire, earth, water, and air apart for millennia, is cracking apart. Flames dance beside icicles, the ground bucks, and the air shrieks with raw creation.

Whoever tore the fissures open did it on purpose. Deep inside the nexus, De Oergeest der Vier Winden, born of all four elements at once, has shaped itself a body from magma, ice, stone, and storm. It does not want to mend the dam but to bring it down entirely, so the elements fuse into a single untamable force and sweep away everything below.

You race through four warped domains: guttering fields of embers, a hall of drifting ice, corridors that tilt as the earth breathes, and a storm that rips you off your feet. In each domain you restore an anchor stone, fight or outwit creatures of pure element, and find the keys that seal the wards shut again.

Then the truth surfaces: the dam can only be sealed from within, where De Oergeest der Vier Winden waits. Complete the four wards and the core opens, and there the climax turns, a battle on collapsing rubble above a maelstrom of chaos while the clock ticks down its final minutes. Succeed, and the balance falls back into place. Fail, and the four winds seal their pact, and that pact knows no world.

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Frequently asked questions

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This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.

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The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.