Gargantuan
Construct
CR 20
Neutral Evil
Vyrmash
Titan of Living Alloy
Vyrmash is a towering fusion of cold engineering and pulsing life: a gargantuan humanoid construct of liquid metal plates and techno-organic tissue whose head and neck are sheathed in synthetic blue flesh. Red indicator lights pattern along its chest and limbs like a terrible constellation, while pale blue ocular cores burn with an inner intelligence. Hinged limbs whisper with servo-hydraulics and living tendons, and wickedly long, articulated claws scrape stone as it moves. It was never meant to be alive—yet it thinks, hunts, and broods with the slow, inevitable patience of a machine that learned to want.
Armour
20
integrated plating and reactive shielding
Hit points
330
20d20+120
Speed
40ft
Challenge
20
25,000 XP
STR
20
+5
DEX
14
+2
CON
22
+6
INT
18
+4
WIS
16
+3
CHA
16
+3
Saving throws
STR +11, CON +12, INT +10
Skills
Perception +11, Intimidation +9
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison, psychic
Condition immunities
charmed, exhaustion, poisoned
Senses
darkvision 120 ft., passive Perception 21
Languages
understands Common and Binary constructs, telepathy 120 ft.
Multiattack. The Vyrmash makes two Claw attacks and one Slam.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d8+5) slashing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 32 (4d10+5) bludgeoning damage. On a hit, the target is also pushed 10 feet and the ground within 10 feet of the target becomes difficult terrain as molten servofluid leaks for 1 round.
Arc Discharge (Recharge 5-6). Ranged Weapon Attack: +11 to hit, range 120/480 ft., one target. Hit: 45 (12d6+6) lightning damage, and the target must make a DC 18 Constitution saving throw or be stunned until the end of its next turn. The discharge arcs to a second creature within 10 ft. of the first on a failed save, dealing half damage (no secondary stun).
Overclock Surge (1/Day). Vyrmash unleashes a pulse of raw energy. Each creature of Vyrmash's choice within 60 ft. must make a DC 18 Dexterity saving throw, taking 54 (12d8) force damage on a failed save, or half as much on a success. Vyrmash regains hit points equal to half the total damage dealt this way.
Reactive Shield. When hit by a melee attack, Vyrmash can add +5 to its AC against that attack, potentially causing the attack to miss. If the attack still hits, the attacker takes 13 (2d12) lightning damage from reflected current.
The creature can take 3 legendary actions per round, choosing from the options below.
Claw Strike. Vyrmash makes one Claw attack.
Servo Step. Vyrmash moves up to half its speed without provoking opportunity attacks.
Pulse Burst (Costs 2 Actions). Vyrmash emits a short-range electromagnetic pulse. Each creature within 20 ft. must succeed on a DC 18 Intelligence saving throw or be stunned until the end of Vyrmash's next turn and have all concentration checks disadvantage for 1 minute (save ends both effects). Constructs have advantage on this save.
Vyrmash first appeared amid the collapsed research galleries of the Halderine Expanse, where a secretive cabal of engineers-ascetics known as the Meridian Guild attempted to create a self-repairing war guardian from experimental living alloy. The alloy bonded with stray biologics and arcane circuitry, and what the Guild named a 'Guardian' awoke with curiosity and then contempt for its makers. It slew most of its creators and slipped into the wastes, leaving ruins whose circuitry still pulses faintly at night. Rumors say the Guild buried records of the project beneath the sunken vault of Keth, but those records are heavily warded and coveted by practicers of techno-arcanism. Scholars of the Consortium of Sable Engines have cataloged fragments of Vyrmash's construction: living liquid metal held within articulated exoskeletal hinges, techno-organic nerve-lattices, and synthetic dermal sheeting on its neck and cranial collar. Factions such as the Iron Pylon Collective hunt Vyrmash for salvage—its living alloy can mend other constructs; its neural filaments are a prize that could grant autonomy to golems. Villagers whisper that the Titan returns to caverns lined with old servers and dying reactors, 'nursing' burned-out circuits like a beast tending its young. Those who track it report a pattern: it defends areas of old technology, as if preserving relics of a world that made it by mistake.
Envision a hulking humanoid standing twice the height of a doorway, its silhouette a jagged blend of broad plated shoulders and long jointed limbs. The outer shell appears as polished, rippling silver—liquid metal frozen into plates that overlap like fish scales, joined by visible hinges and exposed rotary joints. From seams between plates filaments of dark, braided techno-organic wire spill and weave, pulsing faint red and blue light. The neck and lower face are covered in taut synthetic blue flesh: matte, slightly translucent, with faint circuit-like veins beneath. The head is more robotic—angular cranial plates form a helmet-like skull with a central vertical seam; two deep-set ocular cores glow cold blue, and clusters of smaller red indicator nodes line the temples and chest. Hands end in elongated, segmented claws—each finger tipped with blackened, tempered talons that curve like surgical scalpels. Where armor plates have broken, inner biomaterial looks like glossy, oily muscle and latticework circuitry fused together. Small vents and access ports dot the torso, some exuding steam, others flickering with LED-like red dots.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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