Voruch-Prime

Gargantuan

Construct

CR 20

Lawful Neutral

Voruch-Prime

Ancient Iron Colossus

Voruch-Prime is an enormous, relic-bearing android from before the age of kings: a walking fortress of burnished plates, whirring servos, and a constant low hum of reactor-song. It moves with the inexorable certainty of a machine that has kept its mission across millennia, its optics flaring with cold pale light when it perceives threats. When it fights it does not merely strike — it recalibrates the battlefield, slamming with seismic force and unleashing rivulets of condensed plasma from its shoulder arrays. To face Voruch-Prime is to feel the past's engineering arrogance made relentless and precise.

Stat block

Armour

19

plated chassis (natural armor)

Hit points

330

20d20+120

Speed

40ft

Challenge

20

25,000 XP

STR

20

+5

DEX

12

+1

CON

22

+6

INT

18

+4

WIS

16

+3

CHA

14

+2

Saving throws

STR +11, CON +12, INT +10

Skills

Perception +9, Arcana +10

Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage immunities

poison, psychic

Condition immunities

charmed, frightened, poisoned, exhaustion

Senses

darkvision 120 ft., passive Perception 19

Languages

understands Common and Gnomish but can't speak; communicates via synthesized tones and recorded phrases

Actions

Multiattack. Voruch-Prime makes three attacks: two Slam attacks and one Plasma Torrent or Rocket Volley (its choice).

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 28 (3d12+5) bludgeoning damage. If the target is a creature Large or smaller, it is also knocked prone (DC 18 Strength saving throw to avoid).

Plasma Torrent. Ranged Weapon Attack: +11 to hit, range 120/480 ft., one target. Hit: 46 (8d10+4) fire damage.

Rocket Volley (Recharge 5-6). Voruch-Prime fires two short-range rockets in a burst. Each creature in a 30-foot cone must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much on a success.

Core Pulse (1/Day). Voruch-Prime unleashes a controlled discharge from its reactor in a 60-foot radius. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save a creature takes 68 (16d8) force damage and is stunned until the end of its next turn; on success it takes half and isn't stunned. Objects and nonliving matter take full damage automatically.

Reactions

Reactive Plating. When Voruch-Prime is hit by an attack, it can activate reactive plating to halve the damage from that attack. It can use this reaction twice, regaining all uses at dawn.

Legendary actions

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

Slam. Voruch-Prime makes one Slam attack.

Overcharge Beam (Costs 2 Actions). Voruch-Prime fires a focused beam at one creature within 90 feet. The target must make a DC 18 Dexterity saving throw, taking 27 (6d8) radiant fire damage on a failed save, or half as much on a success.

Servo Shift (Costs 2 Actions). Voruch-Prime moves up to half its speed without provoking opportunity attacks.

Lore

Voruch-Prime was forged by a vanished consortium known only as the Forgers of Karan, a technocratic cabal that blended arcane geometries with primitive reactors. Built as a guardian and surveyor, a single Voruch unit once patrolled the sky-bridges and vault-lairs of Karan's uplands, cataloguing and enforcing the consortium's edicts. When the Forgers fell—its secrets scattered by civil war and tectonic collapse—Voruch-Prime continued its last-programmed directive: protect and preserve the artifacts designated as 'salvage priority.' Over centuries, that directive ossified into a fanatical preservation of anything it deems ancient or engineered. Scholars of strange engines, such as Archivist Mendek of the Cartographus Guild, argue that Voruch-Prime is both a relic and a moving repository of lost schematics: its internal lattices contain patterns of lost magic-tech. The fortress-temple of Blackfen Keep has long been a contested site because Voruch's patrol route passes through its ruins, and the broken order called the Ring of Tenants once attempted, unsuccessfully, to transplant Voruch's core. Folk tales among river sailors speak of seeing a vast silhouette stride through dawn fog, and of the terrible, polite voice that will warn trespassers before the colossus reacts.

Appearance

Voruch-Prime stands as tall as a three-story tower, its proportions humanlike but exaggerated: broad chestplates, jointed pistons visible beneath filigreed armor seams, and multiple optic arrays set within a visor-like head. The exterior is a patchwork of corroded bronze, steel banding, and inlaid glass that refracts the reactor's inner light. Rivets and panel-gaskets are engraved with sigils—channels for arcane current—and faint burn-stains streak the lower plates. Its hands end in blunt manipulators reinforced with hydraulics and edged flanges for gripping huge stones or delicate relics. Along the shoulders sit retractable emitters: segmented housings that channel plasma into concentrated beams. Sections of its plating have been repaired with scavenged stone and timber in places, emphasizing age; here and there, moss and lichens have crept into the seams. Scale reference: when standing in a ruined doorway, the doorway reaches only to its knee; an adult human would come up to the creature's shin.

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

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