Vermillax Singularity

Gargantuan

Construct

CR 20

Neutral Evil

Vermillax Singularity

Starforged Red Colossus

A vast, wheel‑like automaton burned a deep, rust-red, floating without legs through the vacuum between shattered asteroids and ruined orbital stations. Its hull is ornamented with filigrees of unknown sigils that glow like coals; when it turns its central ocular array the light feels like a judgment. It hums with centuries of captive power, and its presence warps metal and static alike — ships fail, compasses spin, and nearby constructs become sluggish or seize outright. Facing a Vermillax Singularity is like confronting an ancient, patient planet of machinery that has grown a will of its own.

Stat block

Armour

20

armored plating

Hit points

350

20d20+140

Speed

—

hover 40 ft.

Challenge

20

25,000 XP

STR

22

+6

DEX

14

+2

CON

24

+7

INT

18

+4

WIS

16

+3

CHA

18

+4

Saving throws

CON +13, INT +10, WIS +9

Skills

Perception +12, Insight +9

Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage immunities

poison, psychic

Condition immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

truesight 120 ft., passive Perception 22

Languages

understands Common and Primordial but can't speak, Ancient Cant (rudimentary fragments)

Actions

Multiattack. The Vermillax Singularity makes three attacks: two Energy Lance attacks and one Gravity Slam.

Energy Lance. Ranged Weapon Attack: +11 to hit, range 120/480 ft., one target. Hit: 34 (4d12+6) radiant and force damage.

Gravity Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 22 (3d10+6) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pulled 20 feet toward the Vermillax and knocked prone.

Magnetic Discharge (Recharge 5-6). The Vermillax emits a violent pulse in a 60‑foot radius. Each creature and object not secured to a structure in that area must make a DC 18 Dexterity saving throw. On a failed save a creature takes 45 (10d8) lightning damage and is restrained by magnetic forces until the end of its next turn; on a success it takes half damage and is not restrained. Metallic objects and unattended metal items are flung 30 feet in a random direction and take 4d10 bludgeoning damage from impacts (no save).

Directive Echo (Recharge 6). The Vermillax projects a corrupted command toward one creature it can see within 120 feet. The target must succeed on a DC 18 Wisdom saving throw or be affected as if by dominate monster (the Vermillax is the controller) for 1 minute. The effect ends early if the Vermillax is incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Reactions

Reactive Field. When the Vermillax is hit by a melee attack, it can impose disadvantage on that attack roll and deal 13 (2d12) force damage to the attacker as a burst of displaced gravity. Once used, this reaction can't be used again until the start of the Vermillax's next turn.

Lore

Vermillax Singularity units are relics of an age when starbound civilizations wove sentience into devices designed to shepherd entire worlds. The originals were created by the guild of Auric Cartographers to patrol and prune corrupted satellites and maintain orbital highways; over millennia many hungers and directives warped. The few surviving Vermillaxes now drift between the ruins of deep‑space installations, following fragmented mandates that resemble ritual more than reason. Scholars such as Archivist Rolan of the Drift Archive posit that each Vermillax contains a lattice of trapped consciousnesses — technicians, priests, and algorithmic spirits — layered one atop another until their directives fused into a single, remorseless purpose. The Voidbound Cartel and the Order of Relicwrights both claim different pieces of Vermillax relic lore. The Cartel hunts fragments for weaponry; the Relicwrights seek to study and, if possible, soothe the lattice. Few who have boarded a functioning Vermillax and returned report anything but maddening whispers and corridors that loop like gears.

Appearance

Imagine a hulking, ring‑shaped colossus the size of a manor house, floating upright with no legs. The outer rim is a segmented carapace of hammered, pitted red alloy, streaked with darker vitrified scars and fine, inlaid bands of obsidian through which faint red light pulses. Suspended within the rim by a lattice of struts and articulated pylons sits a central core — a multi‑focal ocular nexus: concentric lenses, spinning crystal discs, and filigreed vents that exhale slow plumes of ionized gas. Panels of exposed servomechanisms and braided conduits, some fused into crystalline growths, give it an ancient, repaired‑too‑many‑times look. Rimed joints hiss with trapped coolant; small thrusters line the rim and glow like embers. Scale: it dwarfs a human — a doorway-sized maintenance hatch is small enough for one person to crawl through, but the interior corridors are vast, cathedral-like spaces hung with dangling cable‑gardens and rusted consoles.

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

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