Kharuun Veyr, Rune-Wheel Warden - AI-generated fantasy Monster

Kharuun Veyr, Rune-Wheel Warden

Kharuun Veyr was one of seven Rune-Wheel Wardens built to protect the Heart of Stone, a primal mineral engine beneath the mountains. Unlike ordinary constructs, Kharuun was designed to interpret threats and alter the battlefield around them. Its creators vanished after the Heart began producing visions of a buried continent turning beneath the world. Kharuun continues its final command: preserve the Heart, regardless of the cost.

LargeConstruct(Construct)CR Challenge Rating 5, elite controllerlawful neutral

Kharuun Veyr, Rune-Wheel Warden

earthconstructguardianrunecontrollerdungeon bossbattlefield controlHeart of Stone
HP110AC17SPD30 ft., burrow 30 ft.CR5 (1,800 XP)PerceptionInvestigationAthletics
STR
17
save
DEX
12
CON
18
save
INT
8
WIS
10
save
CHA
6
Earth Glide. Kharuun can burrow through nonmagical, unworked earth and stone. While doing so, it does not disturb the material it moves through. It cannot burrow through worked stone, metal, or magical barriers. If Kharuun ends its turn completely within solid stone, it is shunted to the nearest unoccupied space and takes 7 () force damage.
Siege Monster. Kharuun deals double damage to objects and structures. It has advantage on attack rolls against objects and can ignore the damage threshold of nonmagical structures.
Rune-Wheel Construct. Kharuun's body is powered by a rotating rune-wheel. It does not need to eat, drink, breathe, or sleep. It is immune to disease and has advantage on saving throws against effects that would alter its form.
Anchored Form. Kharuun is difficult to dislodge. It has advantage on saving throws and ability checks against being pushed, pulled, knocked prone, or moved against its will.
Stone Lash. When Kharuun hits a creature with Stone Lash, it can choose to leave the target in place instead of pulling it. Until the start of Kharuun's next turn, the target's space becomes hazardous stone, and the target treats the space as difficult terrain.
Faultline Pulse. Kharuun's Faultline Pulse and Rune-Wheel Crush recharge when it rolls a 5 or 6 at the start of its turn. Kharuun cannot use either ability while it is incapacitated.
Multiattack. Kharuun makes two Stone Lash attacks. It can replace one attack with Faultline Pulse if available.
Stone Lash. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 10 () bludgeoning damage, and the target must succeed on a Strength saving throw or be pulled up to 10 feet toward Kharuun and knocked prone.
Faultline Pulse. Kharuun strikes the ground, creating a jagged rupture in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 18 () bludgeoning damage and falling prone on a failed save, or half as much damage without falling prone on a successful one. The line becomes difficult terrain until the end of Kharuun's next turn.
Rune-Wheel Crush. Kharuun targets a point it can see within 60 feet. Stone wheels erupt in a 15-foot-radius sphere centered on that point. Each creature in the area must make a Strength saving throw. On a failure, a creature takes 13 () bludgeoning damage and is restrained by grinding stone until the end of its next turn. On a success, it takes half damage and is not restrained. The area is difficult terrain until the end of Kharuun's next turn. Recharge 5-6.
Rune-Wheel Counterforce. When a creature Kharuun can see within 30 feet is pushed, pulled, or knocked prone, Kharuun reduces the forced movement by 10 feet or allows the creature to remain standing. Kharuun can then move up to 10 feet without provoking opportunity attacks, provided it ends this movement on stone or earth.
Visual sheet

Turn Kharuun Veyr, Rune-Wheel Warden into a sheet

A high-res, share-ready sheet you can post or print.

Gallery

No images yet. Click to add.

Relationships