Dwarven Turret. Thorril possesses a Medium construct of a Turret that constantly remains by his side once active, giving him two special actions described below. It has 150 hit points, AC 24, walking speed 20 ft., a 10 in all stats and is immune to psychic and poison damage. In his Gladiator Armor it mounts on its shoulder, although it can still be targeted for attacks and damaged. It exists until destroyed or until he returns it to its dormant state as a bonus action.
Fail Safe. When Thorril is slain, his body is destroyed along with any magic item or machine he had created, but in his domain an imediated fail safe is activated that puts a downloaded copy of his conscious within a cloned body. The body becomes fully functional in 1d100 days at which point Thorril becomes active again.
Innate Spellcating. Thorril can innately cast mending spell as an action, requiring no material components. If cast on a construct it restores 7 (2d6) hit points.
Legendary Resistance (5/Day). If Thorril fails a saving throw, he can choose to succeed instead.
Special Equipment. Thorril wields a magical mallet named Erupting Mallet, and wears a Belt of Stormgiant Strength, a Ring of Spell Storing, and carries a Dimensional Sash. Inside the sash he stores the Dwarven Turret, and the Guardian Armor. The Erupting Mallet is a +3 mallet.
While attuned to the ring, Thorril can, as an action, expend some of it's charges to cast heat metal or intellect fortress once each, at will, requiring no material components (save DC 21).
Tactical Assessment. Thorril targets a creature he can see within 60 feet of him, and attempts to make a Wisdom (Insight) check contested by a creatures Charisma (Deception) check. If he is successful, Thorril learns the creatures game statistics.
Multiattack. Aspect of Thorril makes one attack with his Dwarven Turret, and then he makes three weapon attacks.
Erupting Mallet. Melee or Ranged Weapon Attack: +21 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 15 (1d6 + 12) bludgeoning damage, or 21 (2d8 + 12) bludgeoning damage when he is in his Guardian Armor, plus 18 (4d8) fire damage, and 9 (2d8) force damage dealt in a 15-foot sphere as it erupts in flames. When thrown, the mallet always returns to Thorril's hand weather it hits or misses.
Force Blast (Dwarven Turret Only). Ranged Spell Attack: +18 to hit, range 120 ft., one target. Hit: 22 (4d10) force damage. If the target is a creature, it must make a DC 26 Strength saving throw or be pushed back 5 feet from the cannon.
Flamethrower (Dwarven Turret Only). The cannon exhales fire in a 15-foot cone, each creature in that area must make a DC 26 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Detonate. Thorril presses a button on his arm and detonates one of his constructs if it is within 60 feet of him. When detonated in this way each creature within 20 feet of the construct must make a DC 24 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.
Guardian Armor (Recharges on a Long rest). Thorril summons a mechanical armor to constructs around his body. The armor attaches to him and can't be removed against his will, although it has a retractable helmet which he can retract as a bonus action. While in the armor, Thorril's base hit points become 440, his size doubles and he becomes Large, his reach increases by 5 feet, and he makes Strength checks and Strength saving throws with advantage. The armor remains until it is destroyed, or he dismisses it as a bonus action.
Aspect of Thorril can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Aspect of Thorril regains spent legendary actions at the start of its turn.
Erupting Mallet. Thorril makes one attack with his Erupting Mallet.
Rocket Hammer (Costs 2 Actions). Thorril move half his speed and makes one rocket powered maul attack while in his Guardian Armor. If it hits the target take 54 (9d8 + 14) force damage and is knocked prone.
Defensive Ward (Costs 3 Actions). Thorril constructs a ward around his body, giving him 43 temporary hit points.
Lair and Lair Actions
Lair Actions.
While Thorril is in the Forge of Creation he can take lair actions as long as he isn't incapacitated.
On initiative count 20 (losing initiative ties), Heron can take one of the following lair action options, or forgo using any of them in that round:
- Magma erupts from a point on the ground Thorril can see within 60 feet of him, creating a 30-foot-high, 10-foot-wide cone. Each creature in the cone’s area must make a DC 24 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Thorril can see within 120 feet of him. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
- Part of the ceiling collapses above one creature that Thorril can see within 60 feet of him. The creature must succeed on a DC 24 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 16 Strength check, ending the buried state on a success.
Regional Effects.
The land around Thorril's lair is warped by his presence, causing the following magical effects to happen:
- While in his forge, Thorril is constantly under the effects of the jump and longstrider spells, and he regains 1 hit point at the start of each of his turns, if he starts his turn with at least 1 hit point.
- The soil becomes supernaturally fertile, and water sources are tainted with sulfer within 4 miles of Thorril's forge.
- Lava fountains erupt from the ground within 2 mile of Thorril’s forge. Every hour, there is a ten percent chance that characters in this area are close enough to an erupting lava fountain to be in danger. A lava fountain creates a vent 20 feet in diameter, and hurls globs of lava up to 200 feet away. Each character within this area must succeed on a DC 24 Dexterity saving throw or take 11 (2d10) bludgeoning damage plus 18 (4d8) fire damage. A fountain lasts for 2d10 rounds before subsiding.
If Thorril dies, all of these regional effects seace within 1d10 days.
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