Cogitator OnlineArchive LexicanumRecords // Threat File · C'tan Shard of the Void Dragon-TypeMachine-Spirit Wary
Signal ▮▮▮▯▯Session 0x1F3AClearance Vermillion00:00:00 M41.026
Lexicanum

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 Shards
C'tanMachineLightningStat Block Priority: Boss
C'tan Shard of the Void Dragon-TypeTR 20+C'tan · Boss
C'tanMachineLightning
Defense 26 · Vitality 480 · Move 40 ft. (hovering, ignores difficult terrain) · Initiative +6
STR +8AGI +5TGH +8INT +8WIL +8PRS +7

Saves: Toughness +15, Willpower +15

Senses: Perceives every powered machine, circuit, and machine-spirit within 300 feet as clearly as sight

// Traits

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.

// Actions

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.

// Reactions

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 Reference

A 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.

// Battlefield Use

Use this threat for campaign-scale disasters on forge worlds, voidships, and tomb complexes — anywhere the battlefield is made of machines it can convert.

// Threat Profile

Campaign-tier boss, machine dominion and technology corruption, lightning-scale energy attacks, turns the party's equipment against them, objective-based defeat mandatory.

// Signature Traits

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.

// Signature Actions

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.

// Variants
Forge-World Awakening (campaign disaster)Voidship Infestation ShardMars-Fragment Rumor (dormant, cult-worshipped)Necron-Caged Dragon Shard (prison-break scenario)

Full Stat Block Priority: Boss

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