Gargantuan Construct (Wizard), Neutral Evil
AC 20    Initiative +17 (27)
HP 609 (42d20 + 126)
Speed 20 ft.
Mod Save
STR 26 +8 +16
DEX 16 +3 +3
CON 18 +4 +4
Mod Save
INT 29 +9 +17
WIS 14 +2 +10
CHA 16 +3 +11
Skills Arcana +19, History +12, Insight +9, Perception +9
Resistances Cold, Lightning
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned
Senses Truesight 120 ft., Passive Perception 19
Languages All
CR 26 (XP 90,000, or 62,000 in lair; PB +8)
Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If Zar-Medrek fails a saving throw, he can choose to succeed instead.

Void Shield: When Zar-Medrek takes damage, immediately after the damage is dealt, it gains immunity to that damage type. Each time this trait activates, the previous instance of this trait is removed.

Emergency Survival Protocols:
While the Voidheart Crystal is Active, Zar-Medrek gains the following benefits:

  • His movement speed increases by 20 feet.

  • He can make two Power Axe attacks as a single attack action.

  • He has advantage on melee attack rolls.

Defender Protocols (1/Day)
When Zar-Medrek becomes Bloodied, two Castellan constructs (Iron Golem stat-block) are released from containment, joining initiative at Initiative 20 (losing ties)

Actions

Power Axe. Melee Attack Roll: +14, reach 10 ft. Hit: 34 (4d12 + 8) Force damage. The target must then make a DC24 Strength saving throw. The target is knocked back 20ft and falls Prone on a failed save, or is knocked back 10ft and does not fall Prone on a successful one.

Temporal Dislocation (Reloading 6). Charisma Saving Throw, DC25, one target creature within 90ft. Zar-Medrek casts the target through time. On a failed save the target is sent forward in time 1d4 rounds, reappearing at the end of Zar-Medrek's turn. While absent for these rounds, all affects currently effecting the target are paused, as time does not pass for the target.

 Multi-Beam Array. Ranged Spell Attack: +17 to hit, range 160 ft., one creature per beam (up to 4 beams).
Zar-Medrek targets up to four creatures it can see. For each target, it selects or rolls for one of the following beams, rerolling duplicates. On a hit, the target takes 2d8 damage and must succeed on a DC 24 saving throw as outlined by the list below, or suffer the beam’s additional effect.

Beam Options:

  1. Telekinesis Beam (Force, Strength save).
    On a failed save, the target is restrained and lifted 20 feet into the air, hovering until the end of its next turn.

  2. Entropy Beam (Necrotic, Dexterity save).
    On a failed save until the end of the target's next turn, the target's speed is halved, it can't take reactions, and it can use only an action or a bonus action, not both, and it  cannot make multi-attacks.

  3. Venom Beam (Poison, Constitution save).
    On a failed save, the target becomes poisoned. At the start of each of its turns, it takes 1d8 poison damage. The effect ends at the end of the target's next turn.

  4. Disruption Beam (Psychic, Intelligence save).
    On a failed save, the target has disadvantage on concentration checks, suffers a –1d6 penalty to attack rolls and saving throws, and any spell save DC it uses is reduced by 1d6. The effect ends at the end of the target's next turn.

  5. Terror Beam (Psychic, Wisdom save).
    On a failed save, the target is frightened of Zar-Medrek for 1 minute. While frightened in this way, the target must use its movement to flee or hide. The effect ends at the end of the target's next turn.

  6. Subjugation Beam (Radiant, Charisma save).
    On a failed save, all spells affecting the target immediately end, and for 1d4 rounds, it can't be affected by spells cast by its allies.  

Spellcasting. Zar-Medrek casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 25):

At Will: Mage Hand,Mending, Prestidigitation, Fireball (level 5 version), Lightning Bolt (level 5 version), Animate dead
5/Day Each: Shield, Counterspell
3/Day Each: CounterspellAbsorb ElementsMirror ImageWall of Force
2/Day Each: Animate Objects, Tether Essence
1/Day Each: Time Stop, Mass Suggestion, Foresight, Create Undead,Chain Lightning, Power Word Stun, Scrying

Bonus Actions

Tactical Directive.
Zar-Medrek targets one servator within 120 feet. That servator can use its reaction to immediately move up to its speed and either make an attack, or use its Repair action to restore a damaged lair mechanism.

Reactions

Protective Magic. Zar-Medrek casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Zar-Medrek can expend a use to take one of the following actions. Zar-Medrek regains all expended uses at the start of each of its turns.

Grapple Tendrils (Costs 1 Action)
Zar-Medrek targets one creature it can see within 30 feet. The target must succeed on a DC 23 Dexterity saving throw or become grappled and restrained (escape DC 23), and is moved up to 20 feet in a direction of the Zar-Medrek's choosing, to a point within 60 feet. While grappled this way, the target cannot benefit from cover.
As a bonus action on subsequent turns, Zar-Medrek can move the grappled creature an additional 20 feet, to a point within 60 feet.

A tangle of needle-tipped mechadendrites snaps outward from the Artifilich’s chassis, writhing like metallic serpents. With a sound like bone snapping under tension, they lash outward, piercing and coiling around your limbs with inhuman precision. You’re hoisted off the ground, joints locked in painful angles, and dragged like a broken puppet, repositioned with sadistic malice as gears whine and static crackles through the air.

 

Arcane Extraction (Costs 2 Actions)
Zar-Medrek targets a creature it can see within 60 feet that has the Spellcasting trait. The target must succeed on a DC 24 Intelligence saving throw or lose one unexpended spell slot of the highest level it currently has available (minimum 1st level). If the target has no unexpended spell slots, this ability has no effect.

The Artifilich's servo-arms twitch, and a spider-like appendage unfolds, ending in a vibrating arcane needle. It jabs the air — and your thoughts stutter.
You feel a cold pressure behind your eyes as your magic is violently decrypted. Glyphs and incantations unspool from your mind like torn threads — and in a flash of emerald light, a spell slot simply vanishes, siphoned into the Artifilich's core. Tubes lining its torso pulse with fresh etheric fluid as it drinks your unused magic to fuel its machine-soul.

 

Arcane Projection Protocols (Costs 1 Action)
Zar-Medrek casts a spell with a casting time of 1 action, choosing from its prepared spells. The spell must target only one creature or area, and cannot be of 6th level or higher.

As subroutines align, a secondary arcane processor emerges from the Artifilich’s shoulder. Without interrupting its movements, it executes an incantation in a language that sounds like screeching modems and dead tongues — and a spell discharges autonomously.

 

Command Node (Costs 2 Actions)
Zar-Medrek issues a command to up two servators within 120 feet, or up to four servators within 60 feet. Each servator can use its reaction to immediately move up to its speed and then either make one attack, or use its Repair action to restore a damaged lair mechanism.

A jagged pulse of signal-screech erupts from Zar-Medrek’s cranial antennae as cruel subroutines override servator autonomy. Limbs twitch with sudden violence, eyes flicker with forced purpose, and corrupted code lashes through their processors like a whip. Whether sent to strike or repair, the constructs obey with brutal precision, driven not by loyalty—but by the agony of disobedience coded into their very cores.

 

Arm Beams (Costs 1 Action)
Zar-Medrek fires two beams from its Multi-Beam Array.

Mythic Actions

Voidheart Ascension (Mythic Trait; 1/Day)

When all of Zar-Medrek’s lair mechanisms have been destroyed, he activates the Voidheart Crystal, entering a mythic frenzy. This trait activates automatically and does not cost an action.

  • The Voidheart Crystal, embedded in the facility above the battlefield, fires a beam of annihilation, casting Disintegrate at 9th level. The target is either chosen randomly from among Zar-Medrek’s visible enemies within 120 feet, or targets the creature that destroyed the last lair mechanism.

  • On activation, Zar-Medrek regains 100 hit points and ends all conditions currently affecting it.

  • For the next 6 rounds, the crystal charges and cannot fire again until the end of the 6th round.

  • All living Servators have the energy powering them withdrawn, and drop dead.

  • While the crystal charges, Zar-Medrek activates his Emergency Survival Protocols, while active, Zar-Medrek gains advantage on melee attacks, can make two attacks with his Power Axe attack, and his movement speed increases by 20 feet.

Voidheart Crystal Beam (Recharge 6)

While the Voidheart Crystal is active, the GM tracks a 6-round recharge timer after each firing. When ready, it fires automatically at initiative count 20 (losing initiative ties).

  • The beam targets a random enemy the Artifilich can see within 120 feet.

  • The crystal casts Disintegrate at 9th level dealing 106 (19d6+40 force damage). DC 24 Dexterity save.

  • A creature reduced to 0 hit points is disintegrated, leaving behind only dust and magical equipment.

 

Description

Once chosen by the Creator to help shape this nascent world, Zar-Medrek was cast aside when the deity fled, abandoning the world unfinished and flawed. Betrayed and burdened with knowledge no mortal was meant to bear, he bound his soul to machine and magic, becoming the first and last Artifilich. For fifteen centuries he has watched the world decay under its own imperfection. Now, from within the Manufactorum Crucible—a divine forge he has twisted to his own will—he seeks to ascend, not merely to godhood, but to supremacy over the one who betrayed him. To Zar-Medrek, divinity is not inherited—it is engineered.

Deep beneath a ruined fortress lies the Core Foundry, a nightmarish industrial sanctum where the Artifilich melds corpse and construct into arcane machines of war. The air thrums with unnatural energy, the scent of scorched ozone, and chemical rot. Massive conveyor belts crisscross the chamber, ferrying half-formed servators and arcane components through automated assembly arms and vats of glowing fluid. Lightning coils pulse rhythmically overhead, discharging into power channels carved into the metal floor. Every surface bears sigils of control and sacrifice.

___

You step into silence—thick, electric, and wrong. The air hums with static as if the chamber itself were holding its breath.

Before you sprawls a cathedral of blackened brass and obsidian glass. Circuit-veins pulse beneath your feet, their green and violet glow crawling in complex patterns that shift as you move. From the walls and ceiling, thousands of segmented cables and tendrils hang like dormant serpents, coiled through shattered statues and ancient machines.

Raised walkways crisscross the upper tiers of the lair offering access to control nodes and cryo-pods containing an uncountable number of corpses, while conveyor belts rattle below, feeding hunks of metal and corpses into automated forges that weld and wire them into twitching servators. Pressurized tanks of acid bubble behind reinforced glass, their vapors hissing as valves cycle open and closed. Arcs of chained lightning leap between towering generators, casting strobing shadows that never quite match the movement of the room.

At the chamber’s heart, suspended in a pit of magnetic force and radiant geometry, floats a gyroscopic engine—rings of gold and scripture spinning around a point of inverted light. Shield projectors rise like sentinels around it emitting aetheric distortion fields, a flickering barrier of energy that cocoons the core in shimmering protection.

Then comes the voice—layered, harmonic, vibrating in your chest more than your ears:

“So... you have finally arrived. I had anticipated your arrival long before you ever took your first breath. Foolish, admirable, but ultimately futile. Despite your preparations, you walk into the jaws of inevitability—an equation you cannot solve. This is no place for the unprepared, and yet here you stand. Let us see how far your resolve truly extends.”



Lair and Lair Actions

Lair Features: The Manufactorum Crucible

The Artifilich's lair is a towering industrial complex of whirring servos, conveyor networks, pressurized tanks, and arcane reactors — all controlled by the Artifilich's integrated neural network. The following lair features are always present unless disabled.

Environmental Hazards (Passive Terrain Effects)

Conveyor Belts

Sections of the floor consist of active conveyor belts. A creature entering or starting its turn on a conveyor belt must succeed on a DC 14 Dexterity saving throw or fall prone and be carried 10 feet in the direction of the belt's movement.
Movement against the belt is treated as difficult terrain.
Movement with the belt increases by 10 feet.

Assembly Arms

Massive hydraulic arms crisscross the lair, performing complex construction tasks. A creature that passes through or ends its turn in an active assembly zone must make a DC 16 Dexterity saving throw, taking 4d8 bludgeoning damage on a failed save, or half as much on a success.
 

Shield Generators (five in lair)

Five arcane shield projectors hum from around the Crucible, three on the ground floor, and two on the upper platforms, surrounding Zar-Medrek with a shimmer of flickering energy.

  • While at least one generator is active, Zar-Medrek gains the Void Shield feature (see Traits), and resistance to all damage except force and psychic, and his void shield's damage threshold is reduced by 5.

  • Each generator is an Object which can be targeted individually (AC 16, 40 hit points). For every disabled generator, Zar-Medrek loses 1 point of AC, and his saving throws are reduced by 1.

  • If all five are disabled (DC 20 Arcana check) or destroyed, the Void Shield effect ends entirely, Zar-Medrek loses the resistances granted by the shield generator, and loses one use of his Legendary Resistance, if he still has one.

When a shield generator is destroyed, it explodes in a burst of destabilized force energy.
Each creature within 10 feet must succeed on a DC 14 Strength saving throw or take 3d8 force damage and be pushed 10 feet away from the explosion. On a success, they take half damage and aren't pushed.

Lair Actions (Initiative Count 20, Losing Initiative Ties)

Zar-Medrek can take one lair action per round, choosing from the options below. It cannot use the same effect two rounds in a row unless it is the only one available.

Pressurized Acid Vat (two in lair)

Zar-Medrek releases a pressurized spray of hyper-corrosive acid from a mounted vat. Targeting a pre-designated 60-foot line or 30-foot cone in the lair.

  • Creatures in the area must make a DC 22 Dexterity saving throw, taking 13d8 acid damage on a failed save, or half on a success.

  • The acid vat can be disabled (DC 20 Slight of Hand check (Thieves’ Tools and proficiency with Thieves’ Tools grants advantage)) or destroyed (AC 17, 60 hit points). Once destroyed or disabled, this lair action is no longer available.

When the acid vat is reduced to 0 HP, it ruptures violently, spilling corrosive sludge in a 15-foot radius centered on it dealing 2d8 Acid damage to each creature in the area.
Creatures in the area must make a DC 14 Dexterity saving throw, taking 4d8 acid damage on a failed save, or half on a success.
The area becomes difficult terrain for 1 minute due to sizzling acid puddles.

Lightning Arc Coil (two in lair)

A surge of stolen energy channels through hanging pylons, mimicking an Adult Blue Dragon’s Lightning Breath in a pre-defined line across the battlefield linking the power cores.

  • Creatures in the area must make a DC 22 Dexterity saving throw, taking 12d10 lightning damage on a failure, or half as much on a success.

  • A power core can be unplugged (DC 20 Athletics check) or overloaded (DC 20 Arcana check), or destroyed (AC 18, 75 hit points). Once both power cores are disabled, this action becomes unavailable until it is repaired.

When destroyed, the arc coil emits a final catastrophic discharge in a 30-foot line directly in front of it dealing 2d8 Lightning damage to each creature in the line.
All creatures in the line must make a DC 14 Constitution saving throw, taking 4d8 lightning damage and cannot take reactions until the end of their next turn on a failed save, or half as much on a success.
Creatures wearing metal armour or wielding metal weapons make this save with disadvantage. 

Cryo-pod to Assembly Line Activation

At the start of its turn, the lair expels a Servator Automaton from the end of the conveyor system, which then rolls its own initiative. (Zombie stat-block with AC14, Dex of 16, and move speed 40 which can spend an action to repair 15 hit points to a damaged lair mechanism within 5 feet of it. If a destroyed mechanism is restored to full hit points it reactivates.).

  • If the Cryo-Pod Control Unit on the upper balcony is disabled (DC 20 Investigation or Athletics check), or destroyed (AC17, 160 hit points), no further Servators are expelled until the system is reactivated, and all Servators concentrate on restoring it to operational status.

When a cryo-pod is destroyed, it vents supercooled refrigerant in a 20-foot cone aimed outward from the destroyed pod.
Each creature in the area must make a DC 14 Constitution saving throw, taking 4d8 cold damage and its movement speed is halved until the end of its next turn on a failed save, or half damage and no condition on a success.
The area is heavily obscured for 1 round due to the escaping vapor.

  • If the conveyor system is destroyed (AC 17, 80 hit points), newly spawned Servators appear from the cryopods themselves and enter combat as a normal Zombie stat-block which can spend an action to repair 5 hit points to a damaged lair mechanism instead of 15, as the Servators have not been fully processed.

Destroying the conveyor belt system causes sparks, falling debris, and chain backlash in a 15-foot line along the track’s path.
Creatures in the area must make a DC 14 Dexterity saving throw, taking 2d8 bludgeoning and 2d8 slashing damage from debris, chains, and exposed gears and is knocked prone on a failed save, or half as much on a success.

 

Previous Versions

Name Date Modified Views Adds Version Actions
6/13/2025 2:11:24 AM
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6/13/2025 5:45:00 AM
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6/14/2025 4:04:47 AM
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6/14/2025 6:17:31 AM
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6/14/2025 10:49:03 AM
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6/19/2025 4:21:56 PM
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Thef_reak

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