Medium
Humanoid
CR 20
Neutral Evil
Zarqelith
Concordant of Six
Zarqelith is a changeling who has grafted fragments of six malignant elemental patrons into a single, scheming host. It walks the Material Plane as a living nexus of catastrophe: a whispered cult leader, a silver-tongued conspirator, and a walking storm of elemental ruin. Wherever it treads, cults spring up to carve runes and bleed offerings into sigils, and small natural disasters — a column of flame, a sudden sinkhole, a rush of freezing water — announce Zarqelith’s presence long before it reveals its true face.
Armour
20
natural armor and elemental wards
Hit points
315
30d8+180
Speed
30ft
30 ft., fly 60 ft., swim 40 ft.
Challenge
20
25,000 XP
STR
14
+2
DEX
20
+5
CON
22
+6
INT
18
+4
WIS
16
+3
CHA
22
+6
Saving throws
DEX +11, CON +12, INT +10, WIS +9, CHA +12
Skills
Deception +12, Stealth +11, Insight +9
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
fire, cold, lightning, necrotic
Condition immunities
frightened, charmed
Senses
darkvision 120 ft., passive Perception 13
Languages
understands Common, Primordial, Infernal, and Abyssal but can't speak
Multiattack. Zarqelith makes three Claw attacks. If Elemental Torrent is available, it may replace one Claw with Elemental Torrent.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.
Elemental Torrent (Recharge 5-6). Zarqelith releases a focused onslaught of the six elements in a 60-foot line that is 5 feet wide or a 30-foot cone (Zarqelith chooses). Each creature in the area must make a DC 20 Dexterity saving throw, taking 45 (10d8) mixed elemental damage on a failed save, or half as much on a success. The damage is divided equally among fire, lightning, cold, bludgeoning (earth), necrotic (death), and psychic (shadow) types (7–8 points of each on average). Creatures that fail the save are also pushed 15 feet in a straight line away from Zarqelith if the line option is used, or knocked prone if the cone option is used.
Concordant Shroud (Recharge 6). Zarqelith cloaks itself in a whirling mantle of elemental shards. Until the start of its next turn it gains resistance to all damage and can move through creatures and objects as if they were difficult terrain (it takes 5 (1d10) force damage for each creature it moves through). Additionally, the first creature that ends its turn within 10 feet of Zarqelith takes 14 (4d6) psychic damage as shadow whispers.
Reactive Shift. When a creature Zarqelith can see makes an attack roll against it, Zarqelith can teleport up to 30 feet to an unoccupied space that it can see and impose disadvantage on that attack roll.
The creature can take 3 legendary actions per round, choosing from the options below.
Legendary Action — Quick Claw. Zarqelith makes one Claw attack.
Legendary Action — Elemental Flicker. Zarqelith causes a burst of a single element at a point it can see within 120 feet. One creature within 10 feet of that point must succeed on a DC 20 Constitution save or take 18 (4d8) damage of that element’s type (fire, cold, lightning, bludgeoning, necrotic, or psychic), or half damage on success.
Legendary Action — Command Cult. Zarqelith targets one cultist or worshipper (ally creature) it can see. That creature immediately uses its reaction to move up to its speed and makes one melee attack against a target of Zarqelith’s choice.
Centuries ago a wandering changeling known only in fragments as the Mask of Many sought permanence and power by bargaining with six banned elemental lords: Vyrath (Fire Sovereign of the Ash Spire), Hyelus (Gale-Voice of the High Tempest), Neralune (Tide-Matron of the Deep Brine), Korrg (Stone-Tyrant of the Rift Vault), Umbriel (Shadow-Patriarch of the Hollowed Shade), and Morveth (Necrospectre of the End-Well). Each pact demanded worshippers and rites on the Material Plane. Zarqelith answered with cunning: it founded cults that masqueraded as relief orders, guilds, and miracle-workers to gather converts and blood for ritual. Over decades these cults performed the rites that bound shards of the elemental lords into Zarqelith’s flesh. Scholars of the occult, like High Censor Thamrel of the Collegium Irid, argue that Zarqelith is neither wholly changeling nor wholly vessel: the elemental shards constantly whisper to one another and to their host, ensuring the Concordant's goals align with all six patrons just enough to avoid being torn apart. Known cult networks — the Brinefold Communion, the Ashward Conclave, the Stoneveil Cloister — now operate in port-cities and mountain-forges, and expeditions to purge them have found ruins where water scoured stone into grotesque sculptures and shadows swallowed entire regiments. Most who confront Zarqelith unprepared find themselves fighting not one foe but six overlapping catastrophes.
A tall, lithe humanoid whose baseline visage is pale and androgynous, Zarqelith’s body shows obvious grafts: veins of black glass run beneath skin, fissures leak ember-orange light, a braided plume of drifting vapor hangs off one shoulder like a living scarf, and the right forearm is capped in coarse basalt studded with mineral seams. One eye is a pupil of liquid ink that refracts starlight; the other glows like cooled magma. Where the changeling’s mouth moves to smile, a thin seam of shadow yawns. Along the spine small barnacle-like pustules weep a briny ooze; the hands shift subtly between clawed, webbed, and stony shapes. Its clothing is an eclectic collage: a priest's stole singed at the edges, a captain's sash threaded with salt, and rings of iron carved with runes of burial and storm. Scale: about human-sized, stands roughly as tall as a man in a doorway; elemental grafts make its silhouette asymmetrical and unnerving.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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