Zarqonel

Gargantuan

Fiend

CR 20

Chaotic Evil

Zarqonel

Infernal Colossus

Zarqonel is an ancient, towering golden automaton fused to infernal essence: its burnished plates are etched with runes that pulse like a heartbeat around a single, lidless blue ocular lens and the sky‑blue crystal embedded in its chest. When it moves the earth shudders; when it opens its eye a cold, merciless intelligence seeks out a will to break. It does not merely fight—the colossus reshapes the battlefield, draining the life or sanity of those who stand before its chest crystal and flinging cities’ worth of steel with a flick of its gauntleted fists.

Stat block

Armour

19

natural armor

Hit points

326

21d20+105

Speed

40ft

40 ft., fly 40 ft., hover true ft.

Challenge

20

25,000 XP

STR

22

+6

DEX

10

+0

CON

20

+5

INT

18

+4

WIS

16

+3

CHA

20

+5

Saving throws

STR +12, CON +11, CHA +11

Skills

Perception +9, Intimidation +11

Resistances

cold

Damage immunities

fire, poison

Condition immunities

poisoned, charmed

Senses

truesight 120 ft., passive Perception 19

Languages

Abyssal, Infernal, Telepathy 120 ft.

Actions

Multiattack. Zarqonel makes two Slam attacks. If its Eye Beam is recharged, it can replace one Slam with Eye Beam.

Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Eye Beam (Recharge 5-6). Ranged Spell Attack: +11 to hit, range 300 ft., one target. Hit: 63 (14d8) radiant damage, and the target is dazed—on its next turn it can take only the Dash, Disengage, or Dodge action unless it succeeds on a DC 19 Wisdom saving throw at the end of that turn.

Crystal Heart (Recharge 6). Zarqonel fractures the blue chest crystal, unleashing a 90-foot cone of ripping arcana. Each creature in that cone must make a DC 19 Dexterity saving throw. A failed save takes 91 (14d12) force damage and is stunned for 1 minute; a successful save takes half as much damage and is not stunned. A creature stunned by this effect can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After using this action, the crystal shatters and Zarqonel cannot use Crystal Heart again until it spends 1 minute reknitting the crystal (during which it is vulnerable to radiant damage).

Soul Siphon (Recharge 6). Zarqonel forces the chest crystal to draw a creature’s essence. One creature Zarqonel can see within 60 feet must succeed on a DC 19 Charisma saving throw or have its hit point maximum reduced by 40 (8d8 + 4). Zarqonel regains hit points equal to the amount reduced. The reduction lasts until the creature finishes a long rest or until the crystal is destroyed.

Reactions

Reflective Aegis. When Zarqonel is targeted by a magic missile or a ranged spell attack, it can impose disadvantage on the attack roll and gain resistance to that spell’s damage. If the spell deals no damage, the attacker suffers 21 (6d6) radiant backlash damage instead (no save).

Legendary actions

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

Slam. Zarqonel makes one Slam attack.

Eye Flicker (Costs 2 Actions). Zarqonel fires a condensed Eye Beam at one creature within 120 feet. Ranged Spell Attack: +11 to hit. Hit: 22 (5d8) radiant damage, and the target must succeed on a DC 19 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.

Thunderous Step (Costs 3 Actions). Zarqonel stomps. Each creature within 30 feet must succeed on a DC 19 Strength saving throw or be knocked prone and take 27 (6d8) bludgeoning damage on a failed save, or half as much damage and not be knocked prone on a successful one. Structures and unattended objects in the area take double damage.

Lore

Legends say Zarqonel was wrought in a forgotten pact between an archdevil and an obsessive artificer guild, the Forge of Obdur, who sought immortality through gears and contract. The soul bound to the construct was twisted over centuries until the machine itself became a fiendish lord; villages that survived its early crusades speak of priests who bargained with Zarqonel to spare a harvest and instead traded decades of bloodline. The Forge of Obdur still whispers in subterranean vaults, its sigil found in ruins where Zarqonel first rose. Zarqonel favors basalt plateaus, ruined fortresses, and blasted plains where the blue glow of its chest crystal can be seen like a second moon at night. It feeds on conquest and worship, crushing fortifications and harvesting souls through crystal siphons to replenish both its arcane power and infernal patron's favor. The scholar Emrin Vosh of the Scales of Maar catalogued three separate rituals that can temporarily blind its eye; the secret of one such rite is held in the library at Black Credence Keep, whose librarians trade it only to desperate commanders. Factions such as the Iron Concord seek to harness a slain Zarqonel's plating, while cults try to rekindle the construct’s old forge in caverns under the city of Hestmur.

Appearance

A hulking humanoid of hammered gold-plated segments, Zarqonel stands as tall as a ruined cathedral. Plates are overlapped like a knight’s harness but too broad—each plate is rimmed with inlaid blackened veins of infernal iron and etched with spiraling eldritch sigils. Its single eye is a polished blue lens set into a helmet-like brow rimed in cracked obsidian; faint gears rotate behind the lens when it scans. The chest cavity holds a roughly fist-sized, polyhedral blue crystal that pulses with inner light and shows hairline fractures that glow brighter when it expends power. Limbs end in massive gauntleted hands with finger joints of interlocking cogs; when open they reveal recessed tendons of braided hell‑steel. Surface textures alternate between mirror-bright gold, pitted corrosion where brimstone has eaten at seams, and braided cabling where plates have been peeled back. For scale: Zarqonel should be shown with a human roughly knee-high beside one ankle or dwarfed beneath a ruined arched doorway, standing in a wind-swept basalt ruin with shattered masonry and scorched scorch-marks from its footsteps.

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

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