| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 16 | +3 | +3 |
| CON | 26 | +8 | +17 |
| Mod | Save | ||
|---|---|---|---|
| INT | 24 | +7 | +16 |
| WIS | 24 | +7 | +16 |
| CHA | 28 | +9 | +18 |
Legendary Resistance (5/Day)
If Ardovan fails a saving throw, he can choose to succeed instead.
Molten Heart
Any creature that hits Ardovan with a melee attack takes 14 (4d6) fire damage.
When Ardovan is bloodied (half HP), his body erupts in flame — he emits bright light in a 40 ft. radius and dim light for another 40 ft. While in this state, he regains 30 hit points at the start of each of his turns.
Forge Master’s Will
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Constructs and magical weapons within 120 ft. are under his passive control.
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He can choose to disable, overcharge, or redirect any construct or animated object with no action required.
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Weapons within 30 feet cannot be broken unless he wills it. He has a +18 to any checks for forging.
Divine Forge Aura (30 ft.)
Allies gain resistance to fire and force damage. Enemies must make a DC 26 Constitution save at the start of their turn or gain vulnerability to fire until the start of their next turn.
Soulbound to Steel
When Ardovan is reduced to 0 HP for the first time, he instead drops to 1 and encases himself in molten adamantine armor, gaining:
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+3 AC
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Advantage on all saving throws
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Resistance to all damage
This form lasts 3 rounds or until destroyed (Recharge on long rest).
Innate Spellcasting
Spellcasting Ability: Charisma (Spell Save DC 27, +18 to hit)
At-will: heat metal, wall of stone, shield of faith, fabricate, identify
3/day: earthquake, fire storm, wall of force, move earth, resurrection
1/day: true resurrection, wish, imprisonment, meteor swarm
Multiattack.
Ardovan makes 3 melee attacks with Soulforge.
Soulforge — Divine Warhammer (Melee Weapon Attack)
+19 to hit, reach 10 ft., one target
Hit: 52 (8d10 + 10) bludgeoning + 24 (4d8) fire + 24 (4d8) force
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On a critical hit, the target must succeed a DC 26 Constitution saving throw or be knocked prone and silenced (no verbal components) for 1 round.
Unmake (Recharge 5–6)
Ardovan targets one magical item, construct, or summoned creature within 60 ft. It must succeed on a DC 27 Charisma saving throw or cease to exist, reduced to smoldering fragments in an instant.
This effect cannot be counterspelled, but wish can restore the unmade being or item.
Forgequake (Recharge 6)
He strikes the ground, creating a 60-ft. radius, 40-ft.-deep crater.
All creatures must succeed a DC 26 Dexterity saving throw or fall prone, take 60 (12d10) bludgeoning damage, and be swallowed into the molten earth until they succeed a DC 26 Strength check (as an action) to climb out.
Ember Spark
A creature of Ardovan’s choice within 120 ft. regains 40 hit points and is blessed with magical heat. For 1 minute, all of their melee weapon attacks deal an additional 2d6 fire damage.
Shatterback Reprisal
When struck by a melee weapon attack, Ardovan may slam Soulforge against his own chest. The weapon used to attack him must succeed on a DC 27 Strength saving throw or be disarmed and flung 60 ft. away, wreathed in divine flame.
Legendary Actions (3/round)
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Strike. Ardovan makes one Soulforge attack.
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Ignite Steel. A weapon within 60 ft. bursts into flame, dealing an extra 3d6 fire damage for 1 minute (or until Ardovan dismisses it).
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Reshape Terrain (Costs 2). Ardovan magically alters 30 ft. of terrain into molten forgework or spiked steel, creating difficult terrain and dealing 4d10 fire damage to all who enter or stand within.
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Divine Rebuke (Costs 3). One creature that hit Ardovan this round must make a DC 27 Constitution save or take 70 (10d12) fire and force damage and be knocked prone.
Description
Ardovan — The Eternal Anvil, Flamefather of Stone and Steel
Lawful Neutral • God of the Forge, Craftsmanship, Flame, and Dwarvenkind
Plane of Residence: Elysium, though he often manifests in the heart of great mountains.
⚒️ Core Themes:
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Creator of divine artifacts, patron of all blacksmiths, engineers, runesmiths, and metalworkers.
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Deeply respected by dwarves as their divine ancestor and protector.
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Embodies law, patience, fire, and precision — never rushed, but unstoppable.
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Does not tolerate waste, idleness, or flawed work done without honor.
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Believes that creation is a sacred act, and all tools have a purpose — even war.
🔥 Divine Appearance:
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A towering dwarf-shaped god, standing 15 feet tall, made of molten stone and rune-bound steel.
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His beard is a cascade of glowing lava-braids, his eyes twin furnace-flares.
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Wields the divine warhammer Soulforge, which creates or destroys matter with a single strike.
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His breath is smoke and embers; his heart is an ever-burning core of elemental fire.
🛡️ Relationship to Others:
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Ally to Lunarra, respects her craftsmanship of the stars.
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Opposes gods of decay, entropy, and thoughtless destruction.
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Grants powerful relics to worthy mortals after long, grueling tests.
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Was once a rival to The Triumvirate’s destructive side but reconciled through shared creation.
🪓 Titles:
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The Eternal Anvil
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The Forgefather
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Master of Molten Law
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Ember-Lord of the Deep
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Dwarven Highfather
🧙♂️ Worship & Followers:
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Clerics of Ardovan channel divine flame to bless weapons and animate constructs.
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His temples are great forges, filled with quiet discipline, divine blueprints, and holy anvils.
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Dwarven monarchs often claim lineage to his forge-sparks.
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Paladins who serve Ardovan protect sacred creations and defend the balance between invention and tradition.
Lair and Lair Actions
🏔️ Ardovan's Divine Lair — The Deepforge Crucible
Location: Buried within the Coremount of Elysium, Ardovan’s lair is a living mountain — a continent-sized forge-city carved from adamantine, star-stone, and volcanic glass. It is said the mountain itself was once a primordial giant slain and hollowed by Ardovan's hammer.
🛡️ Lair Traits (while within the Deepforge Crucible)
The region within 1 mile of Ardovan’s lair is suffused with divine heat, forging magic, and lawful pressure. The following effects occur:
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Flames are Holy: All non-evil creatures in the lair have resistance to fire damage. All fire damage dealt by evil-aligned creatures becomes radiant instead — and heals Ardovan.
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The Forge Sees All: Constructs, animated weapons, and magical objects within 500 feet become semi-sentient, reporting intruders or misuse of forgecraft. Creatures cannot be invisible to Ardovan or his golems.
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Molten Law: Reality becomes rigid and unyielding. Any effect that involves teleportation, wild magic, or chaotic planar travel requires a DC 25 Wisdom saving throw to function. On a fail, the magic fizzles and the caster takes 4d10 force damage.
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Sacred Geometry: Creatures attempting to lie, steal, or create false copies of magic items in the Crucible suffer psychic backlash (5d10 psychic damage) and become blinded until the end of their next turn.
🔥 Lair Actions (On initiative count 20, losing ties)
While in his lair, Ardovan can invoke the power of the Deepforge Crucible. He can’t use the same effect two rounds in a row.
1. Living Anvil Slam
A massive, rune-engraved anvil made of divine ore crashes down in a 40-foot-radius area. All creatures there must make a DC 26 Dexterity saving throw or take 66 (12d10) bludgeoning damage and be pinned prone. The area becomes difficult terrain until removed.
2. Rivers of Flame
Lava channels surge up from under the floor in a 100-foot line or 60-foot radius. All creatures must make a DC 26 Constitution saving throw, taking 54 (12d8) fire damage on a failure, half on a success. The lava remains for 1 minute as difficult terrain.
3. Awaken the Iron Choir
Up to 6 divine forge guardians or golems animate from the forge walls and join combat under Ardovan’s control. Each guardian lasts until destroyed or dismissed. These may include Runeforge Golems, Molten Sentinels, or divine-imbued weapons.
4. Break the Weak (Recharge 6)
Ardovan targets a single magic item, weapon, or construct within 120 feet. That item must succeed a DC 27 Charisma saving throw or crack, rust, or melt, becoming useless for 1 minute unless restored by a wish spell or by Ardovan himself.
💠 Regional Effects (in the surrounding planar forge-mountain)
While Ardovan remains alive in the Deepforge Crucible, the surrounding region of Elysium reflects his divine domain:
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Volcanic activity is calm, focused, and never destructive. Lava flows obey geometric paths.
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Dwarves and smiths within 100 miles have dreams of blueprints to legendary artifacts.
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Forge fires never go out, and broken tools spontaneously mend overnight.
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Evil-aligned constructs or war machines brought into the mountain shatter into slag within 24 hours.
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