Hammerbold, Head Kolbold of the Ironsgate Tremor Forges
Told around the Ironsgate pits as a tinkerer who rose far beyond his kin, Hammerbold was handpicked by Aster to keep the drill tanks moving. Stories say he can whisper to the machines and make stubborn metal obey his will. Some workers revere him as both smith and ward against the Green Mist.
Hammerbold, Head Kolbold of the Ironsgate Tremor Forges
Combat
AC 18 · HP 136 · CR 7Hammerbold, Head Kolbold of the Ironsgate Tremor Forges
Spells
Actions
Reactions
- Role
- Solo
- Built for
- 7
Gear
- Inferno Forging Hammer (weapon, Priceless workshop heirloom)A heavy, hand-forged warhammer rimmed with molten veins. Functions as a +1 magic weapon dealing an extra 2d6 fire on a hit; the heating effect can force a Con save on targets wearing metal.
- Flowing Emerald Belt (wondrous item (integrated), Priceless)A set of Flowing Emerald crystals embedded in a leather belt. These crystals grant charges to power Overload and stabilizing effects; they glow with inner motion.
- Mechanist Prosthesis (artifact (integrated), Priceless)Mechanist left arm with built-in cannon and small plated shield. Contains 3 cannon charges that regenerate 1d3 at the start of Hammerbold's turn.
Feats
Augmentations
Notes for the game master
Tactics
Opening
Hammerbold opens by activating the turret and firing a preemptive ember bolt, then uses Mechanist Cannon to mark a key threat. He then advances to engage armored foes with his Inferno Forging Hammer while commanding the turret to harass support characters. He may attempt to overcharge a nearby forge conduit to create hazardous ground early in the fight.
Mid-fight
Hammerbold stays near furnace lines and steam pipes to exploit line-of-sight and to use environmental hazards. He uses the turret and cannon to pressure ranged attackers, uses Inferno Forging Hammer against armored or metal-wearing foes, and casts spells like heat metal or scorching ray to incapacitate spellcasters and heavy armor. He spends turret and cannon charges to force movement or knockdown priority targets.
End of the fight
If reduced below half hit points Hammerbold focuses on area denial, using Flowing Emerald Overload and cannon pushes to separate and drive the party onto hot forge terrain. If severely damaged he attempts to retreat toward the central forge pit where his turret and cannon have cover and where he can threaten plunging molten metal attacks.
Retreat
If his turret is destroyed and his left arm crippled Hammerbold attempts to fall back to the central regulator and trigger a controlled overload to cover his retreat. If his Flowing Emeralds are shattered he becomes frantic and may surrender to bargain for aid, or try to blow the forges and himself up to deny capture.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A stocky kobold roughly the size of a human's forearm larger than average, covered in welded plates, belts of tools, and copper tubing. Flowing Emerald power stones pulse along a thick leather belt at his waist. His right hand is a forge-blackened warhammer with molten seams, his left arm is a reinforced mechanist prosthetic with an integrated cannon and plated shield. A small brass turret bristles from his left shoulder, its lenses glowing ember-red. Steam hisses from vents in his back and the smell of hot metal clings to him.
Behavior
Methodical, proud, and obsessively protective of his forges. He issues clipped orders to mechanic kobolds and treats machinery as extensions of himself. In combat he is tactical, using gadgets and the environment rather than brute force alone. He will prioritize protecting Flowing Emerald crystals and his forge control consoles.
How it lives
Hammerbold maintains a network of mechanist kobolds and steam-servitors that keep the forges running. He cultivates a small ecosystem of scavengers and waste-recycling contraptions that thrive on scrap metal and ember ash. Flowing Emerald crystals are rare and treated like living cores; they require constant focus and calibration.
Lair
The lair includes active furnaces, steam blasts, conveyer belts and molten pit traps. Hammerbold can activate environmental hazards as lair actions: 1) Blast of scalding steam from a vent in a line, DC 15 Dexterity save or 14 (4d6) fire damage and stunned until end of next turn; 2) Magnetic clamps engage to pin a metal-wearer in place, DC 15 Strength save to resist; 3) Localized coolant release to extinguish small fires but also create slippery surfaces.
- Habitat
- Ironsgate Tremor Forges, a cavernous industrial chamber full of furnaces, steam pipes, conveyor rails, weld sparks and molten pools
Signs that it is near
Tags
Lore
Told around the Ironsgate pits as a tinkerer who rose far beyond his kin, Hammerbold was handpicked by Aster to keep the drill tanks moving. Stories say he can whisper to the machines and make stubborn metal obey his will. Some workers revere him as both smith and ward against the Green Mist.
What drives it
Maintain the forges, keep the drill fleet operational, perfect weapons for Aster, protect and hoard Flowing Emeralds, and prove his craft superior to any challenger.
After the fight
If defeated, the Ironsgate Tremor Forges begin to malfunction. Without Hammerbold's stabilizing influence the drill tanks lose power within hours unless the party secures replacement Flowing Emerald crystals or reprograms the forge regulators. Surviving workers scatter or turn to scavenging the damaged machinery. If Hammerbold is captured alive the party can interrogate him for information about Aster, the drill tank designs, and the vault where additional Flowing Emeralds are held.
“Stories say he can whisper to the machines and make stubborn metal obey his will.”
Variants
Hooks
Plot hooks
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Treasure
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