Large
Construct
CR 12
Lawful Neutral
Karthul Veyr
Ancient Wardsmith
An immense, jointed automaton of hammered iron and bronze, Karthul Veyr moves with the slow inevitability of a siege engine and the precision of a master smith. Its great blade—blackened and rimed with faint necroforged runes—sings against stone as it sweeps, and the barrow around it seems to answer: stone grates shift, old burial bolts snap, and faintly glowing glyphs flare to life. It was awakened not merely to fight but to enforce a long-forgotten covenant, making every step a ritual and every strike a sentence.
Armour
18
plate-and-plated wards
Hit points
230
20d10+120
Speed
30ft
Challenge
12
8,400 XP
STR
22
+6
DEX
10
+0
CON
22
+6
INT
12
+1
WIS
16
+3
CHA
10
+0
Saving throws
STR +10, CON +10, WIS +7
Skills
Perception +7, Athletics +10, Investigation +7
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison
Condition immunities
charmed, poisoned, exhaustion
Senses
darkvision 60 ft., passive Perception 17
Languages
understands Common and Forgelore but can't speak
Multiattack. The Karthul Veyr makes two Greatblade attacks.
Greatblade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d6+6) slashing damage plus 7 (2d6) necrotic damage as the rune-edge leaches life.
Groundquake (Recharge 5-6). Karthul slams its blade into the floor. Each creature in a 20-foot radius must succeed on a DC 18 Strength saving throw or fall prone and take 27 (6d8) bludgeoning damage, or half as much on a success and not fall prone.
Disciplinary Arc. Karthul emits a short burst of rune-light in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Wisdom saving throw, taking 22 (4d10) psychic damage and having disadvantage on attack rolls until the end of its next turn on a failed save, or half damage and no disadvantage on a success.
Lair Actions. When Karthul Veyr is in its barrow, it can use lair actions. On initiative count 20 (losing initiative ties), it takes one lair action to cause one of the following effects: • Grave Bolts: One stone slab within 60 feet slides or pivots, creating difficult terrain in a 10-foot square and forcing creatures that enter it to make a DC 18 Dexterity saving throw or be restrained by iron pins until they use an Action to free themselves (DC 18 Strength to break free). • Warding Pulse: Runic vents along the walls exhale a cloud of metallic dust; each creature of Karthul's choice in a 30-foot cone must succeed on a DC 18 Constitution saving throw or be blinded and take 14 (4d6) slashing damage as grit scours their eyes; on success they are not blinded and take half damage. • Reverent Echo: The barrow's sigils hum and any magical healing used within 60 feet of Karthul is reduced by half for 1 minute as the wards redirect restorative energies back into the vault.
Reactive Parry. Karthul adds +4 to its AC against one melee attack that would hit it. If the attack still hits, Karthul can attempt to shove the attacker 5 feet and knock it prone (athletics contested by the target's Athletics or Acrobatics).
The creature can take 3 legendary actions per round, choosing from the options below.
Detect. Karthul makes a Wisdom (Perception) check.
Blade Tap. Karthul makes one Greatblade attack.
Marching Press. Karthul moves up to half its speed without provoking opportunity attacks; any creature it moves through must succeed on a DC 18 Strength saving throw or be pushed 15 feet and knocked prone.
Karthul Veyr was wrought in an age when mortal realms bought safety with arc-forges and oath-metal. Commissioned by the oathbound guild called the Forged Conclave to guard the high-priest Nharim's funerary vaults, Karthul's frame was hammered around a heart of alloy-and-will: a keystone of binding that tied it to the barrow and to the Conclave's covenant. When the kingdom fell and records burned, the machine's purpose narrowed to a single command—preserve, enforce, and deny. The Conclave itself vanished in civil fires; only a handful of cryptic ledger-slates mention 'Veyr' and the phrase 'keep until reckoning.' Barrow-keepers and desperate antiquarians tell different tales of what roused Karthul. Some claim a tomb-robbing warband bled hot iron and left accursed sigils; others say a living king sought to reclaim his ancestor's blade and thus triggered the ward. Explorers who reach the hush where Karthul stands report a discipline both mechanical and liturgical: it patrols a precise route, performs ritual diagnostics at carved anchors, and will not slay merely for sport. Those who survive an encounter speak of careful parries and the barrow itself joining the defense—stone ribs closing, runic vents puffing choking ash. The city archivist Irelon of the Undermark keeps a frayed map noting the 'Veyr Vault' and warns: 'It is not wrath that kills first, but duty.'
Artist reference: a hulking humanoid construct standing roughly as tall as a two-story doorway (about 14–15 feet high when it extends its shoulders and greatblade). Its torso is layered with overlapping hammered plates—some mottled bronze, some black iron—riveted with corroded copper pins. The head is a narrow helmet with a single horizontal slit of faint blue rune-light; no mouth, only the lined vise of a mask. Spinal vents run down its back like vertebrae, each vent caged by tiny interlocking plates. The greatblade is a longsized pareddown halberd-blade fused to the right forearm: wide, ancient, and chased with shallow funerary runes that glow when it moves. Joints are wrapped in chain-tendon and bits of leather that look like ceremonial bindings. Patches of lichen and mineral encrustation cling to its lower legs and boots from centuries in the barrow. Small mechanical totems, tiny gears and statuary fragments, hang from its belt—tokens of past wards. Texture should read as scarred metal, rust-pitted bronze, and polished arc-metal where it has been cared for.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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