Large Construct, Unaligned
Armor Class 21 (natural armor)
Hit Points 450 (25d20 + 100)
Speed 50 ft.
STR
26 (+8)
DEX
10 (+0)
CON
24 (+7)
INT
16 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +18, CON +20, WIS +16, CHA +18
Skills Athletics +5, Perception +5
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Common, Dwarvish Understands the languages of its creator but can't speak
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Molten Reactor Core.

Creatures that start their turn within 15 feet of Vulkran-Khaz take 4d6 fire damage.

Immutable Form. Vulkran-Khaz is immune to any spell or effect that would alter its form.

Living Forge Engine: When Vulkran-Khaz is reduced below half its hit points, its attacks deal an extra 2d10 Fire Damage

Legendary Resistance (3/Day).
If Vulkran-Khaz fails a saving throw, it can choose to succeed instead.

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack: Slam x2 + Forge Beam (if available)

Slam:
+14 to hit, 3d12+8 bludgeoning + 3d10 fire, STR save or knocked prone

Forge Beam (Recharge 5–6):
60-ft line, Dex save, 8d10 fire + 6d10 radiant damage

Anvil Pulse (Recharge 4–6):
30-ft radius quake, Dex save or 6d10 fire damage + prone

Soulforge Brand (1/day):
Target takes double fire damage and glows with a 20' radius (cannot become invisible, advantage to attacks to hit this target)

Bonus Actions

Ignite the Forges.
One creature Vulkran-Khaz can see within 30 feet must make a DC 20 Dexterity saving throw, taking 4d10 fire damage, or half as much on a successful save.

Summon Forgeborn (Recharge 6);
Vulkran-Khaz summons one Forgeborn Acolyte or one Magma Mephit in an unoccupied space within 30 feet.

Reactions

Molten Retaliation.
When a creature hits Vulkran-Khaz with a melee attack, that creature takes 4d8 fire damage.

Deflect the Unworthy.
When a creature misses Vulkran-Khaz with a melee attack, Vulkran-Khaz can force that creature to make a DC 20 Strength saving throw or be pushed 15 feet and knocked prone.

Legendary Actions

Vulkran-Khaz can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

Hammer Step.
Vulkran-Khaz moves up to half its speed without provoking opportunity attacks.

Scalding Backhand.
Vulkran-Khaz makes one Slam attack.

Furnace Roar (Costs 2 Actions).
Each creature of Vulkran-Khaz’s choice within 30 feet must make a DC 20 Wisdom saving throw or become frightened until the end of its next turn.

Ignite the Forge (Costs 3 Actions).
Vulkran-Khaz uses Summon Forgeborn or regains the use of Forge Beam.

Mythic Actions

PHASE 3 – MYTHIC FORM: CORE MELTDOWN (100 HP)

Mythic Trait: Crucible Overload

When Vulkran-Khaz is reduced to 0 hit points, it instead explodes in molten light and regains 200 hit points. All creatures within 60 feet take 10d8 fire damage.

The battlefield becomes unstable:

  • Lava floods 10 ft per round

  • One Fire Elemental spawns each round

  • All terrain becomes difficult terrain

Description

PHASE 2 – LIVING FURNACE FORM (Below 50% HP)

Living Furnace Awakening (Trait)

When Vulkran-Khaz drops below half its hit points:

  • Gains resistance to all damage except cold and radiant

  • Summons 2 Fire Elementals

  • Lair actions trigger every round

  • Molten Reactor Core damage increases to:

Creatures within 20 feet take 5d8 fire damage.

New Action: Furnace Cataclysm (Recharge 5–6).
Each creature within 40 feet must make a DC 21 Constitution saving throw, taking 10d10 fire damage and becoming frightened on a failed save, or half damage on a success.

Lair and Lair Actions

 

🌋 LAIR ACTIONS (INITIATIVE COUNT 20)

On initiative count 20 (losing initiative ties), Vulkran-Khaz takes one lair action:

Lava Surge.
Molten lava erupts from fissures. Each creature on the ground must succeed on a DC 18 Dexterity saving throw or take 4d10 fire damage.

Forge Chains.
Two chains animate and attempt to restrain creatures. Each target must succeed on a DC 18 Strength saving throw or be restrained until the end of their next turn.

Infernal Bellows.
Vulkran-Khaz regains use of Forge Beam and summons one Fire Elemental.

Falling Crucible.
A massive forge crane drops. One creature must succeed on a DC 18 Dexterity save or take 5d10 bludgeoning damage plus 2d10 fire damage.

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