Terramachis

Gargantuan

Construct

CR 20

Neutral

Terramachis

Ancient Verdant Colossus

Terramachis is an immense, ancient forged colossus: a silver-plated automaton whose joints whine with centuries of motion and whose broad back is a living meadow of grasses, mosses, and saplings. Three lidless blue eyes crown its mechanical head, and the same eerie azure runes pulse along its limbs and the staff it cradles. It moves with ponderous deliberation; every step shakes the earth and strips the ground of life, yet its overgrown back blooms with plants that refuse to die. Terramachis is an immovable relic of a lost age, equal parts machine and landscape, driven by a hidden spinning mechanism whose steady rotation can be heard as the soft, ceaseless grinding of gears deep within its chest.

Stat block

Armour

20

natural armor and runic plating

Hit points

326

21d20+105

Speed

30ft

Challenge

20

25,000 XP

STR

20

+5

DEX

10

+0

CON

20

+5

INT

16

+3

WIS

14

+2

CHA

12

+1

Saving throws

STR +11, CON +11, INT +9

Skills

Perception +8, Arcana +9

Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage immunities

poison, psychic

Condition immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft., tremorsense 60 ft., passive Perception 18

Languages

Understands Common, Primordial, and Ancient Runecraft but can't speak; telepathy 120 ft.

Actions

Multiattack. The Terramachis makes two Claw attacks and one Staff Strike.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) slashing damage.

Staff Strike. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 60 (10d10+5) bludgeoning damage. The staff counts as a magical weapon. On a hit, the target must succeed on a DC 20 Strength saving throw or be knocked prone as the staff's runes surge with kinetic force.

Runic Discharge (Recharge 5-6). Terramachis releases a cone of crackling blue energy in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much on a success. Structures and unattended objects in the area take full damage.

Reactions

Reactive Plating. When a creature the Terramachis can see hits it with a melee attack, the Terramachis can add +3 to its AC against that attack, potentially causing it to miss. If the attack misses due to this bonus, the attacker takes 10 (3d6) lightning damage as the runes arc.

Legendary actions

The creature can take 3 legendary actions per round, choosing from the options below.

Ground Tremor. Costs 1 Action. The Terramachis stomps. Each creature within 20 feet of it must succeed on a DC 20 Dexterity save or fall prone and take 14 (4d6) bludgeoning damage, or half damage and no prone on a success.

Runic Pulse. Costs 2 Actions. The Terramachis pulses a slice of runic energy at one target it can see within 120 feet. The target must make a DC 20 Constitution saving throw, taking 21 (6d6) radiant damage and have disadvantage on attack rolls until the end of its next turn on a failed save, or half damage and no disadvantage on a success.

Spin the Spindle. Costs 3 Actions. The Terramachis spins the mechanism in its chest to reorient power. It regains 35 (10d6) hit points and its next Runic Discharge (if used this combat) recharges immediately.

Lore

Forged by a vanished consortium of rune-smiths known only in fragmentary tablets as the Covenant of Spindle, Terramachis was built as a world-engine: an automaton intended to steward ley currents and maintain the balance between stone and soil. When the Covenant collapsed under some unseen catastrophe, Terramachis continued its task unattended, its maintenance cycles stretching into millennia. Time and flora reclaimed its plated shoulders; its creators became legend, and the colossus became a hill with a head. Settlements around the Ironfen Plateau speak of Terramachis in hushed tones. The druidhood of the Mossward Circle treats it with reverence and fear — it is both a guardian of slow natural processes and a ruthless enforcer of age-old edicts carved into its runes. Scholars such as Archivist Merrow of the Vault of Turning Wheels argue that the blue crystal on its staff is a condensed fragment of a ley node, while the Order of Broken Cogs seeks the colossus to study the still-whirring spindle at its core. Tribes of scavengers and relic-hunters prowl the slopes of its mossy back; to anger the construct is to invite deliberate, unstoppable force.

Appearance

Terramachis stands like a ruined tower shaped into a being. Its chassis is forged from dull silver alloy plates, many of which are marked by centuries of lichen and hairline runic corrosion. The head is helmet-like, with three vertically aligned ocular lenses set on a reinforced neck-mount; each eye is a convex glass disk that emits cold blue light and faint electrical arcs. The torso is broad and riveted, with seams that glow where the runes course beneath the plating. From its shoulders a scatter of grasses, ferns, small wildflowers and saplings sprout and layer down the back like a grassy cape; earth is packed into crevices, and small birds nest among the moss. Its hands are multi-fingered claws of articulated silver, ending in long curved talons blackened at the tips. The staff it wields is a length of hammered metal, nearly as tall as a man, studded with bands of the same blue runes that wrap around a central crystal near its head; filigreed gears spin within the staff when it is brought to bear. Overall scale: roughly as tall as a ruined keep tower — its crouched shoulder height approaches a large doorway, and a human standing beside it reaches about knee level.

Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence

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