C'tan Shard of the Void Dragon-Type
A machine-warping god-fragment of terrible scale.
Threat File — C'tan Shard of the Void Dragon-Type
TR 20+ · C'tan ShardsSaves: Toughness +15, Willpower +15
Senses: Perceives every powered machine, circuit, and machine-spirit within 300 feet as clearly as sight
Lord of All Machines. At the start of each round, the shard may seize one machine on the battlefield - a door, turret, servitor, or vehicle, including the party's - which acts on its behalf until wrested back with a Tech check DC 18.
Techno-Plague Aura. Powered equipment within 60 feet of the shard misbehaves: a creature that rolls a natural 1-3 on an attack with a powered weapon has it jam or turn in its bearer's hands, augmetics stutter, and machine allies must make a Willpower Save DC 22 each round or obey the shard for that round.
God of the Circuit. This is the objective: the shard is immune to all damage from any machine it has claimed, and permanent defeat requires the containment protocols, sanctified pylons, or Necron prison-node built to cage it. Reduced to 0 Vitality otherwise, it withdraws into stolen infrastructure and persists until dug out.
Voltaic Storm. Lightning arcs between up to four targets within 120 feet, leaping through anything powered. Each target makes an Agility Save DC 22, taking 5d10 energy damage on a failure or half on a success; targets wearing powered armor or carrying augmetics take an extra 2d10 on a failure.
Assimilate the Machine-Spirit (Recharge 5-6). The shard permanently converts one vehicle, turret, or war engine within 120 feet into its servant. The battlefield's assets defect one by one.
Necrodermis Talon. Melee Attack: +15 to hit, reach 15 ft., one target. Hit: 6d10 + 9 rending damage, shearing armor, cover, and hull plating without distinction; any cover the target was using is destroyed.
The Machines Interpose. Once per round, when an attack hits the shard, a claimed machine within reach lurches into the blow and takes the damage instead.
Morale: Does not make Morale checks. It does not flee - it delegates, withdrawing into stolen machines and infrastructure until dug out or contained.
Tactics: A campaign-tier objective encounter: the party must reach containment protocols, sanctified pylons, or a Necron prison-node while the battlefield's machinery defects around them - every round of delay hands the shard another asset. Powered gear is a liability near it; make the party choose between their best equipment and their safety. Fighting it fairly means fighting everything it has ever touched.
Loot / Evidence / Hooks: Everything it claimed remains subtly changed - salvage that runs too well, dreams in binaric, and a Mechanicus purchase offer that reads like a hostage negotiation.
Enemy Dossier
GM ReferenceA C'tan Shard of the Void Dragon-Type is a fragment of the god that machines remember in their sleep. Technology worships it on contact: engines turn over, servitors kneel, and the party's own wargear becomes a fifth column.
Use this threat for campaign-scale disasters on forge worlds, voidships, and tomb complexes — anywhere the battlefield is made of machines it can convert.
Campaign-tier boss, machine dominion and technology corruption, lightning-scale energy attacks, turns the party's equipment against them, objective-based defeat mandatory.
Lord of All Machines. Each round it may seize a machine on the battlefield: doors, turrets, servitors, vehicles — including the party's — act on its behalf until wrested back.
Techno-Plague Aura. Powered equipment near it misbehaves: augmetics stutter, weapons risk turning in their bearers' hands, and machine allies must resist its call.
God of the Circuit. Immune to harm from any machine it has claimed; the party's counter is unpowered force, sanctified weapons, or the containment protocols built to cage it.
Voltaic Storm. Arcing lightning across multiple targets, leaping between anything powered; devastating to augmented and armored targets.
Assimilate the Machine-Spirit. Permanently converts one vehicle, turret, or war engine into its servant; the battlefield's assets defect one by one.
Necrodermis Talon. Colossal melee strike that shears armor, cover, and hull plating without distinction.
Morale: No morale; it does not flee — it delegates, withdrawing into stolen machines and infrastructure until dug out or contained.
Tactics: This is a campaign-tier objective encounter: the party must reach containment protocols, sanctified pylons, or a Necron prison-node while the battlefield's machinery defects around them — every round of delay hands the shard another asset. Powered gear is a liability near it; make the party choose between their best equipment and their safety. Fighting it 'fairly' means fighting everything it has ever touched.
Full Stat Block Priority: Boss