Hammerbold, Head Kolbold of the Ironsgate Tremor Forges - AI-generated fantasy Monster

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.

MediumHumanoid(Kobold (mechanist))CR 7Lawful Evil

Hammerbold, Head Kolbold of the Ironsgate Tremor Forges

construct-touchedartificerbossfiremechanist
HP136AC18SPD30 ft., Climb 20 ft.CR7 (2,900 XP)ArcanaInvestigationPerception
STR
18
save
DEX
12
CON
18
save
INT
16
save
WIS
12
CHA
10
Tinker Tongue. Hammerbold can speak with machines and make basic checks to manipulate forge equipment without tools. He can take the Use an Object action to operate heavy forge machinery as a bonus action.
Flowing Emeralds. Hammerbold stores arcane energy in his Flowing Emerald Belt. He can expend 1 belt charge to regain one expended spell slot of 1st or 2nd level as a bonus action. The belt has 3 charges and regains charges at dawn.
Forge Hardened. He is resistant to fire. If a creature that deals cold damage hits Hammerbold with a melee attack, Hammerbold can attempt a Intelligence check to redirect steam onto the attacker, dealing 7 () fire damage.
Inferno Forging Hammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 17 () bludgeoning plus 7 () fire. If the target is wearing metal armor or carrying a nonmagical metal item, the strike heats the metal. The target must succeed on a Constitution saving throw or suffer an additional 9 () fire damage and have disadvantage on attack rolls and ability checks that rely on the heated item until the end of its next turn. Once used on a given creature, this additional effect cannot be applied to the same creature again until the Hammerbold finishes a short or long rest.
Mechanist Cannon (left arm). Ranged Weapon Attack: to hit, range 60/240 ft., one target. Hit: 18 () fire damage. The cannon has 3 charges. Hammerbold can spend 1 charge to add an extra fire damage to the shot or spend 2 charges to force the target to make a Strength saving throw or be pushed 10 feet and knocked prone. The cannon regains expended charges at the start of Hammerbold's turn.
Arcane Ember Turret. The turret is attached to Hammerbold's left shoulder and acts on his initiative immediately after his turn. The turret has a single target attack that does not require Hammerbold to use his action. Ranged Spell Attack: to hit, range 90 ft., one target. Hit: 10 () fire damage. The turret can be commanded to fire twice on Hammerbold's turn by spending an action. The turret has 6 hit points, AC 13, immunity to poison and psychic damage. If turret is destroyed it takes Hammerbold 10 () fire damage as embedded systems explode.
Flowing Emerald Overload. Recharge 5-6. Hammerbold reaches to a Flowing Emerald on his belt and releases a searing pulse into the forge floor. Each creature in a 20-foot radius centered on Hammerbold must make a Dexterity saving throw, taking 36 () fire damage on a failed save, or half as much damage on a successful one. The pulse superheats nearby metal. On a failed save, nonmagical metal objects in the area glow white hot and suffer a cumulative penalty of -1 to AC and attack rolls until cooled by 1 minute of inactivity or immersion in water. Multiple pulses stack.
Arcane Countermeasures. Arcane Countermeasures. When a creature casts a spell within 60 feet that targets Hammerbold or includes him in its area, he can use his reaction to gain a bonus to his AC against that spell or impose disadvantage on the casting roll for the spell if the spell requires an attack roll. Once used, this reaction cannot be used again until the start of his next turn.
Shielding Weld. Shielding Weld. When a melee attack would hit Hammerbold, he can use his reaction to slam his mechanist left arm into place, gaining +3 to AC against that attack. If the attack misses due to this reaction, the attacker takes 3 () fire damage from scalding steam.
Cantrips
Artificer Spellcasting (integrated)Various Hammerbold knows these spells as innate artificer-like castings. Spell save DC 15, spell attack +6. He has 4 1st-level slots, 3 2nd-level slots, and 2 3rd-level slots. Prepared spells include: shield, cure wounds, identify; scorching ray, heat metal, shatter; fireball, haste.
1st level
ShieldAbjuration Shield. As a reaction when hit by an attack or targeted by the magic missile spell, gain +5 AC until the start of his next turn.
2nd level
Heat MetalTransmutation Heat Metal. Target a manufactured metal object to cause ongoing fire damage and impose disadvantage while heated.
Scorching RayEvocation Scorching Ray. Three rays of fire, each requiring a ranged spell attack.
3rd level
FireballEvocation Fireball. A classic blast to pressure grouped intruders, often used to shape fights toward the molten pits.
HasteTransmutation Haste. Used to grant himself extra speed and defense in crucial moments; lasts up to 1 minute unless dispelled.
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