Large Construct, Neutral Evil
Armor Class 20 Natural Armor
Hit Points 200 (20d12 + 60)
Speed 50 ft.
STR
21 (+5)
DEX
14 (+2)
CON
21 (+5)
INT
20 (+5)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws STR +10, CON +10, INT +10
Skills Arcana +6
Damage Vulnerabilities Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
Damage Immunities Fire
Senses Truesight 30ft, Passive Perception 16
Languages Common, Dwarvish, Sylvan Common, Dwarvish, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Woodsmith's Runecarving: The Corrupted Woodsmith has advantage on saving throws against spells and other magical effects. Futhermore the Corrupted Woodsmith's attacks are magical for the purposes of overcoming resistances.

Actions

The Corrupted Woodsmith uses her Forging Hammer or Forceful Flame attacks and Pulsing Anger if available. Once the Corrupted Woodsmith gets under half hit points, it can use her Forging Hammer an extra time per action.

Forging Hammer. Melee Weapon Attack: +12 to hit, reach 10 ft. The Corrupted Woodsmith moves up to half of her speed and strikes with her Forging Hammer dealing 2d10 + 5 bludgeoning damage plus 4d4 fire damage. If the Corrupted Woodsmith is under half hit points, creatures within 10 feet of the attack need to make a Dexterity Saving Throw (DC 16) or take the fire damage, regardless of the attack hitting or missing.

Forceful Flame. RangedWeapon Attack: +12 to hit, range 100 ft. The Corrupted Woodsmith swings her Forging Hammer in a wide arc releasing a wave of flames in a 10ft wide line, causing 4d8 fire damage to each creature it hits along the way.

Pulsing Anger: (Recharge 5-6) The Corrupted Woodsmith hits the ground 3 times with her Forging Hammer, causing waves of fire to pulse outward. Every creature within 40ft must make a Dexterity Saving Throw (DC 16) against each of the waves or take 4d8 fire damage for each failed saved.

Bonus Actions

As a bonus action, the Corrupted Woodsmith can cast the Heat Metal spell, without requiring concentration.

Reactions

Forge's Grasp: When hit by a melee weapon attack, the Corrupted Woodsmith can use her reaction to grapple an enemy withing 5ft of her. The creature needs to make a Strenght Saving Throw (DC 16) or be grappled and restrained by the Woodsmith. While grappled in this way, the creature takes 1d4 fire damage at the end of every turn.

Description

Once a great woodsmith who created many of the cities structures to assure the proper grow of crops and transport around the town, this woman lost its like when corruption and disease ravaged her home. As the others inhabitants left before they starved, the woodsmith stayed and built a huge lighthouse, in hopes of assiting her loved one home. Unfortunately, during the construction an unrelenting storm destroyed part of the structure, killing the woodsmith. Although her body was no longer functional, her unyelding spirit lingered, inhabiting the lighthouse and building itself a wooden body to finish the construction. Now, the  Woodsmith awaits patiently in hopes of the return of her lover, slowly losing itself to the corruption that afflicts the land.

Lair and Lair Actions

The Corrupted Woodsmith's Lair is the top of a wooden lighthouse, powered by magical crystals. The interior is dark, having a enclosed crystal in the very center of it, which sheds dim light 60ft and powers te Corrupted Woodsmith's body. It has 50 hit points and it is resistant to all damage but thunder and immune to poison and psych damage and grants the Corrupted Woodsmith immunity to all damage and effects while the crystal inside is unbroken. The crystal has 20 hit points and the same resisistances as it's cage.

Lair Actions

On initiative count 20 (losing initiative ties), the Corrupted Woodsmith takes a lair action to cause one of the following effects; the Corrupted Woodsmith can’t use the same effect two rounds in a row:

  • Harnessing the power of the crystal, the Corrupted Woodsmith lets out a flash of light forcing creatures that can see her to make a Costitution Saving Throw (DC 16) or be blinded until the end of their next turn.
  • The Corrupted Woodsmith repairs the enclosure of the crystal by 2d12 and releases a heatwave, forcing creatures within 60ft to make a Dexterity Saving Throw (DC 16) or take 4d4 fire damage.

Regional Effects

The region containing a legendary Corrupted Woodsmith’s lair is corrupted by red fungi and floating stones, which creates one or more of the following effects:

  • Clouds of poison are released around these fungi, as in the spell Cloudkill.
  • Plants are unnable to be grown and every attempt to do so, sprouts more of the red fungi.

If the Corrupted Woodsmith dies, these effects fade over the course of 1d4 days.

Habitat: Mountain

biqueriserio

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