Villain: Finality 9, Arbiter of the End
For hours you and your allies have sheltered in place as the astral warships bombarded the city, feeling each impact as another block was levelled. Now you watch as the Flagship touches down, scarab like legs taller than spires unfolding from it's hull. It's going to be a bloody, brutal struggle fighting your way through the rubble and the burning streets up to the control deck, but It's your only hope of ending things without your home being razed to the ground.
The embodiment of a death sentence passed long before any of the heroes were ever born, the Marut Finality 9 and the Inevitable armada it commands serve only one purpose: to deliver violent and irrevocable endings to entities that should have died long ago.
Unfortunately for the party, whatever being(s) Finality 9 is hunting happen to reside on the same landmass as they do, and the Inevitable has no qualms levelling anything that gets in its way until the destruction of its target is confirmed. Like many creatures born from the shattered plane of order, Finality 9 and its construct legion have a very narrow set of operational directives, and "preserving life" ends up being the preview of a different order of celestial machines.
Finality 9's operations always follow the same protocol: After using divination to determine the vague location of their target Modron scouts will be sent to investigate, sending a transmission back to the ship to begin the invasion the moment they've determined the enemy's presence and threat level. After that it's bombardment and battalions in specified areas to soften up their target's defences before Finality 9 itself descends to finish the job.
Hooks:
One of Finality 9's scouts becomes attached to the party early in their adventures, following along and providing typical mascot antics until they stumble across evidence of the big bad. This starts a ticking clock for the party to find and oust this evil before the Inevitables arrive... a task the galactic forces of order were failing at for decades.
Every year the realm celebrates the festival of St. Altrin's Star, held on a night when a particular comet is viable to venerate the figure's many beneficent acts. This year however the comet is unusually bright, heralding the fact that it is not a star, but Finality 9's ship which has been circling the world for decades or even centuries waiting for the reemergence of a long dormant demi-lich which the party awoke earlier in their adventures.
The Inevitable does not warn or negotiate, and likely does not even speak the language of the lands it is razing but with some telepathy or a background in obscure astral dialects they might be able to get it to stop by presenting evidence that its target is already dead ( forcing them to do all the work) or that its actions are unlawful (which requires iron clad litigation skills and knowledge of multiple celestial law systems). If the heroes happen to have any favours with infernal deal makers or underworld bureaucrats, now would be the time to call them in.
In a desperate hour, the party must seek out finality 9's armada hovering dormant in wildspace in hopes of gaining their aid against a greater foe. Delving through the flagship in its hibernation mode will not be easy as not only are there defence systems to worry about but astral wildlife that have nested in the interior while the constructs within were in standby mode.
Art 1, Art 2















