Kragmarix

Huge

Monstrosity

CR 20

unaligned

Kragmarix

Primeval Replica

Kragmarix is a living, engineered echo of a long-extinct apex saurian — a bulked, uncanny predator that smells of alchemical reagents and warm tissue. It moves with the ponderous inevitability of primeval predators but with an unnervingly precise coordination in its jaws and tail, as if guided by a surgeon's hand. When it bellows, the sound is half biological roar and half the hiss of incubating vats; battle-scarred and stitched with pale sutures of grafted tendon, Kragmarix feels like a creature stolen from a laboratory and dropped into primordial wilderness.

Stat block

Armour

19

natural armor and grafted plates

Hit points

325

26d12+156

Speed

50ft

Challenge

20

25,000 XP

STR

20

+5

DEX

14

+2

CON

22

+6

INT

6

-2

WIS

12

+1

CHA

10

+0

Saving throws

STR +11, CON +12

Skills

Perception +7, Athletics +11

Senses

darkvision 60 ft., passive Perception 17

Languages

understands Common but can't speak

Actions

Multiattack. Kragmarix makes three attacks: one Bite, one Claw, and one Tail Swipe.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 27 (4d10+5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19) if Kragmarix doesn't already have a creature grappled.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.

Tail Swipe. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 24 (3d10+5) bludgeoning damage. On a hit, the target is knocked prone.

Frightful Roar (Recharge 5-6). Kragmarix emits a thunderous roar. Each creature of Kragmarix's choice that is within 60 feet of it and can hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Adaptive Regeneration. Kragmarix regains 20 hit points at the start of its turn if it has at least 1 hit point. If Kragmarix took fire or acid damage since its last turn, it regains only 10 hit points instead.

Reactions

Reactive Lunge. When a creature Kragmarix can see within 10 feet attacks it with a melee attack, Kragmarix can make one Tail Swipe attack against that creature with advantage.

Legendary actions

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

Detect. Kragmarix makes a Wisdom (Perception) check.

Swift Bite. Kragmarix makes one Bite attack.

Forceful Stomp. Kragmarix stomps the ground. Each creature within 15 feet of Kragmarix must succeed on a DC 19 Strength saving throw or be knocked prone and take 21 (3d10+5) bludgeoning damage on a failed save, or half as much damage and not be knocked prone on a successful one.

Rending Charge. Kragmarix moves up to half its speed and makes two Tail Swipe attacks. It can move through the space of creatures smaller than it while using this action.

Lore

Kragmarix is the product of the Vehrim Project, a clandestine consortium of bio-artificers and arcanists in the citadel of Nesselworking. For decades the Vehrim sought to recreate apex predators from bone fragments and arcane DNA caches; Kragmarix was their crown achievement, grown in a lined chamber called the Crèche of Amber. Rumors say its genome includes not only dinosaurian templates but grafts harvested from giant lizards, mammalian myofibers, and enchanted wolf-kin, stitched together by algorithmic runes. After an inciting incident — a saboteur's fire or a failing ward, accounts differ — Kragmarix escaped the citadel and has roamed the borderlands ever since. It favors abandoned testing sites, washed-out laboratories, and the ruined strata of the Vehrim citadel. Hunters fear its appetite for metal and flesh; scholars like Archivist Merek Halv, of the Natural History Annex in Verdan, keep detailed, grim notes on its regenerative quirks and on tales that certain Vehrim engineers still follow it, trying to study or recapture the beast. Tribes that live near its hunting grounds offer salt and old iron to sleeping Kragmarix to keep it from tearing down their stockades.

Appearance

Kragmarix stands as tall as a two-story doorway at the shoulder and stretches nearly the length of a cart with its tail. Its skin is thick and sclerotic, a patchwork of scaled and fibrous tissue showing seams where synthetic tendons were grafted in; pale, almost waxen surgical scars lace the neck and flanks. The skull is broad and low with a reinforced nasal crest and rows of slightly serrated teeth of uneven size — some bone-like, some almost metallic where grafted plates fuse to jaw. Musculature is exaggerated: bulging shoulder cords, an overdeveloped tail base with visible bands of healed sutures, and hindquarters built for lunging power. Small nodules of residual incubator tubing sometimes scab over along its spine. When it breathes, the throat mills like a bellows; when it stands beside a human, Kragmarix's head easily towers three times as high, and a single step can cover a human's length.

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

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