Ironsgate Forge Smith - AI-generated fantasy Monster

Ironsgate Forge Smith

Craftsfolk whisper that the Ironsgate Forge Smith was taught by a guildmaster who bound a small ember of a fire elemental inside its core. The Smith retains a dim memory of that master and will obey authorized commands carved into the guild mark on its flank.

LargeConstruct(Construct)CR 4Neutral

Ironsgate Forge Smith

constructimmobilefire-affinityforging
HP95AC+6 to hit with weapon attacksSPD0 ft. (immobile), Reach: 10 ft. with most attached weaponsCR4 (1,100 XP)PerceptionAthletics
STR
18
save
DEX
8
CON
18
save
INT
10
WIS
12
CHA
6
Anchored Forge. The Smith is permanently immobile. Forced movement effects that would move the Smith fail. The Smith cannot be knocked prone.
Magic-Forged Armaments. The Smith's crafted weapons are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Heat-Sheath. The Smith's internal heat and insulation provide resistance to fire damage. The Smith is vulnerable to cold damage. Spells or effects that extinguish fires and cold-based attacks can disrupt the Smith's operations.
Constructed Endurance. The Smith cannot be surprised and does not need to sleep, eat, or breathe. It is immune to poison and psychic damage and to the poisoned condition.
Furnace Core. If the Smith's internal forge is doused or its fuel supply destroyed, the Smith goes inert. A Strength check or a successful use of dispel magic on an embedded elemental sigil can also disable it temporarily.
Multiweapon Assault. The Ironsgate Forge Smith makes three melee attacks, each with a different weapon it holds. Each attack uses the Smith's chosen weapon damage and uses its attack bonus. The Smith can change which forged weapon an attack uses between attacks.
Molten Spray. The Smith unleashes a cone of molten metal and sparks in a 30-foot cone. Each creature in the area must make a Dexterity saving throw, taking fire damage on a failed save, or half as much on a successful one. On a failed save, a creature's armor or clothing is scorched and the creature has disadvantage on its next attack roll. Molten Spray Recharge 5-6.
Sundering Strike. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: bludgeoning or slashing damage (the Smith may choose from the weapons it is holding). If the attack hits, the target must succeed on a Constitution saving throw or its armor is warped by intense heat. The target's AC is reduced by 1 until the armor is repaired (this effect stacks up to 3 times).
Reactive Plate. When a creature the Smith can see makes a melee attack against it, the Smith may add +2 to its AC against that attack.
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