Huge Construct, Chaotic Evil
AC 19 Grafted Metal    Initiative +3 (13)
HP 300 (30d10)
Speed 30 ft., (Immobile until her Mythic Phase is initiated)
Mod Save
STR 18 +4 +4
DEX 12 +1 +1
CON 22 +6 +10
Mod Save
INT 20 +5 +9
WIS 16 +3 +3
CHA 12 +1 +1
Vulnerabilities Radiant
Resistances Cold, Force, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Acid, Fire, Lightning, Necrotic, Poison; Charmed, Deafened, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Restrained, Unconscious
Senses Darkvision 120ft (Devil's Sight), Passive Perception 17
Languages Common, Gnomish, Infernal, Sylvan
CR 11 (XP 7,200; PB +4)
Traits

Constructed Unlife. Counts as both undead and construct.

Magical Interference Field. Spells targeting creatures within 30 ft are cast with disadvantage unless caster passes DC 16 Arcana check.

Arcane Conduit (Recharge 6). Absorb a spell cast within 60 ft as a reaction. Regain 6 × spell level in hit points.

Innate Spellcasting. Zirina can cast any spell available to the School of Necromancy and Artillerist Artificer classes up to Class level 7, with corresponding spell slots.

 

Pylon Dependency. While pylons are active, Zirina is immune to all damage. If a pylon is damaged, she is incapacitated until end of round, and vulnerable to radiant and thunder damage

Actions

Multiattack (Mythic Only)

Zirina can make 3 claw attacks on one target.

 

Claw. +9 to hit, 2d10 + 5 slashing + 1d10 necrotic damage

Spinal Cannon (Recharge 5-6). 60 ft. line, 5 ft wide. DC 16 Dex save or take 6d10 force (half on success).

Arcbolt Volley (Recharge 5–6)

Zirina fires three bolts of unstable energy at targets she can see within 120 feet.

  • Ranged Spell Attack: +9 to hit, range 120 ft., one target per bolt.

  • Hit: 2d6 lightning damage + 1d6 force damage per bolt.
    If all three hit the same target, the target must make a DC 15 Constitution saving throw or be blinded until the end of their next turn.

Siphon Pulse (Recharge 4–6)

Zirina emits a surge of necrotic power, draining vitality from nearby foes.

  • All creatures within 30 ft. must make a DC 16 Constitution save or take 4d8 necrotic damage and suffer disadvantage on saving throws against spells until the end of their next turn.

  • Half damage and no penalty on a successful save.

  • Zirina regains HP equal to half the total damage dealt.

Overclocked Conduit (2/Day)

Zirina channels volatile energy from her pylons.

  • Until the start of her next turn, she gains +2 AC, her spells ignore resistance to lightning and necrotic, and she gains advantage on spell attacks.

  • She suffers 1d10 force damage at the end of her next turn due to arcane feedback.

Spinal Lance (Recharge 6)

Zirina unleashes a harpoon-like spike of bone and machinery.

  • Line Attack: 60 ft. long, 5 ft. wide.

  • Dex Save DC 16 or take 6d10 piercing and force damage, or half on a success.
    Creatures that fail are pinned until the start of their next turn (speed reduced to 0, can't take reactions).

Cast a Spell

Zirina casts one of her innate spells(Necromancer Wizard/Artificer Spell Lists) with no components

 

Bonus Actions

Discharge Node (Recharge 5–6)

She unleashes a small burst of unstable power from her chest core.

  • One creature within 30 ft. must succeed a DC 15 Constitution saving throw or take 2d8 lightning + 2d8 necrotic damage and be pushed 10 ft away.

  • On a success, the target takes half damage and is not pushed.

Corpse Reclaimer

She targets a corpse within 60 ft.

  • The corpse is disintegrated in a swirl of arcane metal and sinew, and she gains temporary hit points equal to the creature’s CR × 5 (minimum 5).

Flavor: Gears embedded in her abdomen rotate and spool thread-like tendons from the corpse into her.

Target Acquisition

Zirina locks onto a specific foe she can see.

  • Until the start of her next turn, she has advantage on spell attacks against that target, and the target has disadvantage on saving throws against her next spell.

Reactions

 

Arcane Feedback (1/Turn)

When a creature within 60 ft. casts a spell, Zirina can lash out with counter-energies.

  • The caster must make a DC 15 Intelligence saving throw or take 3d6 psychic damage and have disadvantage on Concentration checks for the next minute.

Spasm of the Dead

When Zirina takes melee damage, she can cause necrotic energy to burst from her grafts.

  • The attacker must make a DC 16 Constitution save or take 2d10 necrotic damage and be poisoned until the end of their next turn.

Defensive Reel (Recharge 6)

If an enemy ends their turn within 10 ft. of Zirina, she uses a tangle of whip-like wires to pull herself slightly back.

  • She moves up to 10 feet without provoking opportunity attacks and gains +2 AC until the start of her next turn.

 

Legendary Actions

Legendary Actions (3 per round) Can take 3 legendary actions, one at a time, at the end of another creature's turn.

Arc Bolt. Ranged spell attack (120 ft., +9), 5d6 lightning.

Unravel Essence (2 actions). One target within 30 ft. DC 16 Con save or lose highest spell slot or take 3d10 psychic.

Defensive Recalibration (2 actions). +3 AC until start of next turn.

Mythic Actions

MYTHIC PHASE - Awaken the Amalgam

Trigger: At 150 HP or all pylons destroyed.

Zirina bursts apart, becoming mobile, crawling with dozens of arms and jagged limbs.

Phase 2 Changes:

Speed 30 ft. crawl 
Size Decreases to Large 
AC drops to 17 
Damage Immunities become Resistances, Except Necrotic

Mythic Actions

Mythic Actions (1/round, after a legendary action)

Meat-Grinder Surge. Crawl 30 ft through enemies. DC 16 Dex save or 3d10 slashing + prone.

Reclaimed Flesh. Absorbs flesh from a corpse. Gain 25 temp HP. 

Surge of Pain. 20 ft burst. DC 16 Wis save or frightened until end of next turn.

 

 

Description

"She is no longer a woman. No longer a gnome. She is a shrine to herself, built from the corpses of others." — Final log of High Arcanist Veldan

Once a genius artificer of unmatched ambition, Zirina sought immortality not through undeath or ascension, but through endless augmentation—flesh grafted onto metal, souls funneled into crystal and brass pylons, and arcane essence bound by circuitry and bone. Now, she is a monstrous amalgam, a creeping mass of screaming limbs and twitching parts centered around a hauntingly preserved gnomish torso and skull-like face. Her eyes gleam with genius and madness in equal measure.

Zirina's name became legend only after it was scrubbed from every archive. Whispers speak of a failed expedition to a hidden vault, where she attempted to encode her consciousness into a magical mainframe—one powered by siphoned life and fueled by the arcane corpses of lesser beings. It failed. Horribly so. Only for her Benefactor in the Shadows to whisk her away to the Feywilds to grant her a new Purpose

The Icon's Greed

Zirina does not hoard gold or relics—she hoards potential. Any talent, strength, or arcane spark not her own is an insult, something to be broken down and reabsorbed. Through her pylons, she controls the battlefield like a machine-god, rendering herself invulnerable until her systems overload.

Upon being damaged, she erupts in carnage, uncoiling from her mechanical dais, dragging her bloated form with dozens of twitching arms—some skeletal, some mechanical, some barely human. Her voice is many: the reverb of stolen lives, whining gears, and a soft, maddening whisper of her former self.

Lair and Lair Actions

Lair Actions (Initiative 20, losing ties)

Initiate Pylon. Activates a dormant pylon.

Overcharge Pylon. DC 16 Con save or 4d8 lightning and stunned.

Soul Drain Conduit. DC 15 Wis save or 3d10 necrotic to nearby creatures. Zirina heals half damage dealt.

Pylons (4 Total)

AC 18 | HP 50 |

Resistance to all damage (until activated)

When destroyed: Zirina is incapacitated until end of round and becomes vulnerable to radiant and thunder damage.

Monster Tags: construct

G_Rampancy

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