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C'tan Shard, Fully Manifesting

A campaign-ending threat that should redefine the mission.

Threat File — C'tan Shard, Fully Manifesting

TR 20+ · C'tan Shards
C'tanCampaign ThreatStat Block Priority: Boss
C'tan Shard, Fully ManifestingTR 20+C'tan · Boss
C'tanCampaign Threat
Defense 26 · Vitality 500 · Move 50 ft. (hovering, ignores difficult terrain) · Initiative +6
STR +8AGI +6TGH +8INT +8WIL +8PRS +8

Saves: Toughness +16, Willpower +16

Senses: Perceives everything within its manifestation; distance, darkness, and matter are not obstructions

// Traits

Godhood Ascendant. The shard fights in escalating phases, advancing whenever it uses Godfeast: each phase adds 10 feet to its speed and reach, +1d10 damage to all its attacks, and one new distortion effect of the GM's design as the map itself is consumed by its growth.

Beyond Killing. This is the objective: Vitality damage disperses it at best, and briefly. Permanent defeat requires the campaign's assembled answer - a binding lattice, a black-hole prison, a blackstone array, or a bargain with the Necrons who caged it last time. Direct combat exists only to buy the specialists time.

The World Bends. Terrain, weather, time, and light within its reach are editorial suggestions: at the start of each round, the GM changes one rule of the battlefield in the shard's favor.

// Actions

Unmake the Field. The shard erases a 30-foot zone within 120 feet - cover, floor, and hazards simply cease. Creatures in the zone make an Agility Save DC 22, escaping to the nearest edge on a success or taking 8d10 warp damage and falling Prone at the zone's edge on a failure.

Godfeast. The shard consumes matter, energy, or a captured battlefield asset within 60 feet: it regains 60 Vitality and advances one manifestation phase. The countdown is edible.

Herald of Ruin (Recharge 5-6). A catastrophic signature attack themed to the shard's nature - time, hunger, night, or entropy - fills a 60-foot radius within 300 feet. Creatures in the area make a Toughness Save DC 22, taking 10d10 warp damage on a failure or half on a success.

// Reactions

Divine Indifference. Once per round, when an attack hits the shard, it reduces the damage to 0 by declining to notice the attack happened.

Morale: Does not make Morale checks - no retreat, no negotiation the party can survive hearing in full. It can only be interrupted, imprisoned, or fled.

Tactics: Design this as the campaign's convergence: every earlier objective - recovered protocols, salvaged pylons, Necron alliances, the weapon nobody wanted to fire - becomes a component of the only viable plan. Structure the finale in phases with explicit objectives per phase, and let direct combat exist only to buy the specialists time. Be clear-eyed about the failure state: the party should know exactly what happens to the world if they miss the window.

Loot / Evidence / Hooks: There is no loot; there is an aftermath. Whatever bound it becomes the most contested object in the sector.

Enemy Dossier

GM Reference

A Fully Manifesting C'tan Shard is the end-state everyone was trying to prevent: a star-god fragment unbound, feeding, and growing, wearing physics like a stolen coat. It is not an encounter. It is the reason the campaign has a final act.

// Battlefield Use

Use this threat as a campaign climax or world-ending backdrop — the party's mission is banishment, re-binding, evacuation, or firing the impossible weapon, never a fair fight.

// Threat Profile

Campaign-ending threat, escalating phases, battlefield-scale reality destruction, immune to conventional defeat, objective-and-sacrifice encounter design mandatory.

// Signature Traits

Godhood Ascendant. Fights in escalating phases: each phase adds scale, new distortion effects, and a larger footprint; the map itself is consumed as it grows.

Beyond Killing. Vitality damage disperses it at best and briefly; permanent defeat requires the campaign's assembled answer — a binding lattice, a black-hole prison, a blackstone array, a bargain with the Necrons who caged it last time.

The World Bends. Terrain, weather, time, and light within its reach are editorial suggestions; each round the GM changes one rule of the battlefield in its favor.

// Signature Actions

Unmake the Field. Erases a zone of battlefield — cover, floor, hazards, and anyone who fails to escape it.

Godfeast. Consumes matter, energy, or a captured asset to heal and advance its manifestation phase; the countdown is edible.

Herald of Ruin. Catastrophic signature attack themed to the shard's nature (time, hunger, night, entropy) hitting battlefield-scale areas. Recharge.

Morale: No morale, no retreat, no negotiation the party can survive hearing in full; it can only be interrupted, imprisoned, or fled.

Tactics: Design this as the campaign's convergence: every earlier objective — recovered protocols, salvaged pylons, Necron alliances, the weapon nobody wanted to fire — becomes a component of the only viable plan. Structure the finale in phases with explicit objectives per phase, and let direct combat exist only to buy the specialists time. Be clear-eyed about the failure state: the party should know exactly what happens to the world if they miss the window, and the world should know it too.

// Variants
Planetary Manifestation (evacuation finale)Void-Manifestation over a fleet battleThe Necron Bargain (alliance-of-necessity finale)Aftermath Shard (diminished but loose — sequel hook)

Full Stat Block Priority: Boss

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