C'tan Shard, Bound and Damaged
A weakened star-god fragment still capable of ruining physics.
Threat File — C'tan Shard, Bound and Damaged
TR 15 · C'tan ShardsSaves: Willpower +12, Toughness +12
Senses: Perceives everything within 120 ft. regardless of light, cover, or concealment
Bound, Not Beaten. While at least one containment pylon, reality anchor, or Necron binding mechanism remains active, the shard cannot be reduced below 50 Vitality and takes half damage from all attacks. Reducing its Vitality is not victory: the encounter ends when the party restores full containment, completes a banishment procedure, or escapes the containment zone before the bindings fail.
Reality Wound. Space misbehaves within 30 feet of the shard. At the start of each round, each creature in that radius makes a Willpower Save DC 16 or has Disadvantage on its first attack or check that round as distance, weight, and light stop agreeing.
Damaged Fragment. After the shard uses Unmake, its necrodermis flickers: until the start of its next turn, attacks against it are made with Advantage. This is the weakness the bindings were built around.
Antimatter Touch. Melee Attack: +12 to hit, reach 10 ft., one target. Hit: 4d10 + 8 damage that ignores armor-based Defense bonuses.
Unmake. One creature or object within 60 feet makes a Toughness Save DC 17. Failure: 6d10 damage and one piece of the target's armor or equipment is reduced to inert dust. Success: half damage. Recharge.
Gravitic Scream. Each creature within 30 feet makes a Strength Save DC 16 or takes 3d10 force damage, is pushed 15 feet, and is knocked prone.
Phase Through. When the shard is hit by an attack, it may become momentarily immaterial, halving the damage. It cannot use this reaction again until it damages a creature or a containment mechanism.
Morale: Does not make Morale checks. It does not fear; it remembers being a star. It disengages only to reach its own bindings.
Tactics: Objective play, not a duel: the shard spends its turns tearing at pylons, anchors, and control mechanisms while punishing whoever interferes. Every binding lost makes it stronger — the party should be racing the containment, not its Vitality.
Enemy Dossier
GM ReferenceA Bound and Damaged C'tan Shard is a star-god fragment held in necrodermis and chains of Necron physics — weakened, furious, and still capable of unmaking matter by touching it. The bindings are the only reason the room still has walls.
Use this threat for vault encounters where the party fights alongside, around, or against failing containment — the safest C'tan encounter, which is not the same as safe.
Boss-grade resilience gated by containment mechanics, armor-ignoring damage, local reality distortion, objective-based defeat, escalates as bindings fail.
Bound, Not Beaten. While containment pylons or anchors remain active, the shard cannot be fully destroyed and takes reduced damage; victory means restoring containment, completing banishment, or escaping before the bindings fail.
Reality Wound. Space misbehaves near it: distance, weight, and light stop agreeing, punishing anyone who fights inside its radius.
Damaged Fragment. After its heaviest attacks, its necrodermis flickers, briefly exposing it; the bindings were built around this weakness.
Antimatter Touch. Melee contact that ignores armor-based Defense entirely.
Unmake. Reduces a creature's equipment or a piece of the battlefield to inert dust; Toughness Save for half measures.
Gravitic Scream. Area blast of misbehaving gravity: damage, forced movement, and prone.
Morale: No morale. It does not fear; it remembers being a star. It disengages only to reach its own bindings.
Tactics: Objective play, not a duel: the shard tears at pylons, anchors, and control mechanisms while punishing interference, and every binding lost makes it stronger. The party should be racing the containment, not its Vitality. Give them consoles, repair windows, and the choice between holding the line and fixing the cage.
Full Stat Block Priority: Boss