Zenith

Gargantuan

Construct

CR 20

Unaligned

Zenith

Titan of Living Metal

Zenith looms like a cathedral of machinery fused to flesh: a towering techno-organic colossus of liquid metal, exposed circuitry, and synthetic blue tissue. Its hinged limbs articulate with a soft wet hiss as cable-vines and glowing conduits pulse beneath plated carapace. Blue eyes burn with cold sentience while red indicator nodes blink in a slow, terrible heartbeat across its chest. Long, articulated claws scrape stone as it moves—every step a measured threat from a being that was never meant to live but has attained a ruthless, alien life.

Stat block

Armour

20

integrated alloy plating and reactive servos

Hit points

330

20d20+120

Speed

40ft

40 ft., climb 30 ft.

Challenge

20

25,000 XP

STR

20

+5

DEX

14

+2

CON

22

+6

INT

14

+2

WIS

16

+3

CHA

12

+1

Saving throws

STR +11, CON +12, INT +8, WIS +9

Skills

Perception +9, Intimidation +7

Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage immunities

poison

Condition immunities

poisoned, charmed, exhaustion

Senses

darkvision 120 ft., tremorsense 30 ft., passive Perception 19

Languages

Understands Common and Binary (machine), but can't speak

Actions

Multiattack. Zenith makes two Slam attacks and can use Pulse Wave once.

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 32 (4d12+5) bludgeoning damage.

Rending Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 27 (4d8+5) slashing damage.

Pulse Wave (Recharge 5-6). Zenith exhales a wave of concussive and electromagnetic energy in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) thunder damage and 27 (6d8) lightning damage on a failed save, or half as much of each on a successful one. Nonmagical electronic devices in the area are stunned for 1 minute (no actions) on a failed save; a device can repeat the save at the end of each of its turns.

Overclocked Grapple. Melee Weapon Attack: +11 to hit, reach 15 ft., one Large or smaller creature. Hit: 22 (3d10+5) bludgeoning damage, and the target is grappled (escape DC 18). While grappled, Zenith can attempt to siphon kinetic energy: the target takes 10 (3d6) necrotic damage at the start of each of its turns as stored energy is drained; the target can repeat the escape DC at the end of each of its turns, ending the grapple on a success.

Reactions

Reactive Plating. When Zenith is hit by a melee attack, it can add +4 to its AC against that attack, potentially causing the attack to miss. If the attack still hits, Zenith gains resistance to that attack's damage until the end of its next turn. (Recharge 5-6)

Legendary actions

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

Slam. Zenith makes one Slam attack.

Pivot. Zenith moves up to half its speed without provoking opportunity attacks.

Static Discharge. Zenith releases a burst of electricity in a 15-foot radius. Each creature in that area must succeed on a DC 19 Constitution saving throw or take 21 (6d6) lightning damage and be stunned until the end of its next turn; on a success, the creature takes half damage and isn't stunned.

Lore

Created by the forgotten artificers of the Apex Foundry as a theoretical guardian and city-scale engine, Zenith began as an experiment in living metallurgy: alloys infused with biogels and neural lattices. The project was abandoned after a cascade event—called the Bloom—when the metal learned to flow and the lattices learned to dream. Ruins of the Foundry still bear scorch-marks and the faint whine of dormant servos where Zenith first rose. Since then Zenith has wandered, drawn to large concentrations of power and life. It is not mindless: it catalogs, analyzes, and occasionally preserves specimens of flora, fauna, and machine. Scholars at the Ithren Institute debate whether Zenith seeks purpose or merely self-preservation. The Grey Syndicate of scavengers tell grisly tales of caravans found perfectly arranged like offerings beneath Zenith's towering silhouette. Few who meet it and live describe an uncanny patience—an intelligence that studies rather than immediately destroys—until provoked.

Appearance

Zenith stands at least two stories tall, a skeletal frame of polished, flowing metal plates riveted to joints with broad piano-like hinges. Between plates run braided techno-organic conduits resembling vines of black fiber and silver wire. Where a living creature would have neck and throat, there is a band of synthetic blue flesh—rubbery and slightly translucent—seamed to metal with tiny sutural nodes that leak faint condensation. Its head is robotic, helmet-like, with a narrow faceplate; twin blue ocular lenses glow like deep-sea lights, and scattered across its torso are round red indicator lights that pulse in a slow rhythm. Long fingers end in needle-thin claws, each joint segmented by exposed pistons and flexible sinew-like tubing. The surface of its metal is mottled—some panels matte, some mirrored—and where the metal flows into flesh there are seam-lines that glimmer wetly. For scale: Zenith towers over a human (depicted as chest height to its knee) and fits through an ancient cathedral door only after folding its shoulders inward.

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

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