Antimagic Susceptibility. The furnace is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the furnace must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the furnace remains motionless, it is indistinguishable from a normal furnace.
Heated Form. A creature that touches the furnace or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage, unless the furnace is unconscious.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) fire damage.
Launch Coal. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.
Belch Flame (Recharge 4–6). The furnace opens and exhales fire and soot in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The area is heavily obscured until the start of the furnace's next turn or until dispersed by a moderate or stronger wind.
Description
Among the stranger objects to be magically animated, furnaces, stoves, kilns, ovens, forges, and similar objects are usually animated to be used as makeshift artillery. These clumsy constructs can only move by wobbling back and forth along the ground. They fight by launching hot coals and gouts of burning smoke at their enemies.
Constructed Nature. An animated object doesn't require air, food, drink, or sleep.
An animated object reduced to 0 hit points loses its animating magic. It becomes inanimate, and it is too damaged to be of much use or value to anyone.
Comments