Gilded Heart and the Mad Smith

Whispers among the local tinker guild claim the Artificer once bargained with a coalition of dragons for 'donated' plates in exchange for a promise to gild the dragons' hoards with magical speed metal. The promise twisted into obsession; the Artificer now believes the construct will usher in a new age of gilded mastery.

MediumHumanoid(Construct companion)CR 15Lawful Evil

Gilded Heart and the Mad Smith

HumanoidConstructDragon-themedEliteBoss
HP300AC+11SPD30 ft., Fly 40 ft. (hover, construct)CR15 (13,000 XP)ArcanaInvestigationPerceptionIntimidation
STR
20
DEX
12
save
CON
22
save
INT
20
save
WIS
14
save
CHA
16
Constructed Fortitude. The duo cannot benefit from being charmed, poisoned, or put to sleep. The construct portion is immune to fear effects.
Spell-Storing Heart. The Artificer can store up to 3 levels of spells in the Construct Heart Key and release them when the Construct uses an attack. The Artificer can recharge 1 level per short rest via tinkering.
Shared Vitality. When the Construct takes damage, the Artificer can use their reaction to take half of that damage instead (split damage). The Artificer cannot reduce the damage below 0 in this way. Usable no more than 3 times and refills on a long rest.
Pylon Attunement. While within 60 feet of the Wind Castle pylons the duo has advantage on saving throws against spells and magical effects that manipulate weather or wind.
Seam Vulnerability. The duo is vulnerable to thunder damage. Thunder effects that hit the construct deal an extra thunder damage.
Multiattack. The duo takes two attacks: one with the Dragon-Construct's Bite and one with its Tail Slam. In addition the Artificer can use a ranged Arcane Cannon attack once per Multiattack.
Bite (Dragon-Construct). Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: piercing plus fire damage, and the target must succeed on a Strength saving throw or be knocked prone.
Tail Slam (Dragon-Construct). Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: bludgeoning damage. If the target is prone, this attack deals an extra damage.
Arcane Cannon (Artificer). Ranged Spell Attack: to hit, range 120 ft., one target. Hit: force damage. The Artificer can choose to expend a spell slot when making this attack to add the slot level in d8s of additional force damage (max +).
Golden Breath (Recharge 5-6). Recharge 5-6. The Construct exhales a surging cone of molten gold and focused arcane light in a 60-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. Creatures that fail by 5 or more are coated in a thin metallic film that imposes disadvantage on Stealth checks and reduces movement by 10 feet until removed (can be scraped or removed with a Strength check or appropriate acid; magical removal also works).
Stitch and Spark (Recharge 6). The Artificer targets one construct or object within 30 feet. The target regains hit points. If the Artificer uses this on the Dragon-Construct, the Construct regains an additional hit points. This ability can also repair broken limbs or mechanisms given 1 minute of uninterrupted work, restoring basic functionality.
Arcane Deflection. When targeted by an attack or harmful spell the Artificer uses Arcane Deflection. The attacker has disadvantage on the attack roll or the Artificer adds +5 to its AC against the triggering attack. Usable 3 times per day.
Emergency Rebind. When an ally within 30 feet is reduced to 0 hit points the Artificer can immediately cast Stitch and Spark without expending a use to stabilize and restore HP. Usable once per long rest.
Tail Sweep (Costs 2 Actions). Tail Sweep. The construct makes a Tail Slam attack against one target within range.
Command Bolt. Command Bolt. The Artificer fires a 60-foot ranged magical bolt: ranged spell attack +11, force damage.
Overcharge Pulse (Costs 3 Actions). Overcharge Pulse. The construct releases a 15-foot radius pulse. Creatures in the radius must succeed on a Constitution saving throw or take lightning damage and be stunned until the end of their next turn. On a successful save they take half and are not stunned.
Cantrips
Infusions and CantripsTransmutation/Universal The Artificer knows and can prepare these spells. Spell Save DC 19, Spell Attack +11. Commonly prepared: Shield, Absorb Elements, Shield of Faith, Haste, Greater Invisibility, Counterspell, Dispel Magic, Fireball (reskinned as molten flare), Lightning Bolt, Arcane Hand (reskinned as Gilded Grasp), Wall of Force.
1st level
Prepared SpellsAbjuration/Transmutation 1st level: Shield, Absorb Elements, Cure Wounds.
2nd level
Prepared SpellsTransmutation/Evocation 2nd level: Heat Metal, Mirror Image, Scorching Ray.
3rd level
Prepared SpellsAbjuration/Evocation 3rd level: Counterspell, Fireball (reskinned), Haste.
4th level
Prepared SpellsIllusion/Divination 4th level: Greater Invisibility, Arcane Eye (reflavored as surveying globe).
5th level
Prepared SpellsConjuration/Force 5th level: Wall of Force, Animate Objects (used to animate extra gilded minions).
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