Medium Humanoid (Human), Chaotic Evil
AC 15 molten flesh, natural armor    Initiative +0 (10)
HP 85 (10d8 + 40)
Speed 30 ft.
Mod Save
STR 18 +4 +10
DEX 10 +0 +2
CON 18 +4 +10
Mod Save
INT 9 −1 +0
WIS 11 +0 +2
CHA 12 +1 +4
Skills Athletics +6
Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened
Senses Darkvision 60ft; Passive Perception 10
Languages Abyssal, Common
CR 4 (XP 1,100; PB +2)
Traits

Molten Flesh. A creature that touches the Smith or hits it with a melee attack while within 5 feet takes 3 (1d6) fire damage.

Forge-Bound Fury. When the Smith drops below half its hit points, its hammer flares white-hot. Its melee attacks deal an additional 7 (2d6) fire damage until the end of combat.

Heated Body (Recharges after a Short or Long Rest). As a bonus action, the Smith can cause its body to glow with molten heat for 1 minute. While active, it sheds bright light in a 15-foot radius, and all creatures that start their turn within 5 feet of it take 3 (1d6) fire damage.

Actions

Multiattack. The Corrupted Smith makes two Hammer attacks.

Molten Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.

Throw Molten Iron (Recharge 5–6). The Smith hurls a glob of molten metal at a creature within 30 ft.
Ranged Spell Attack: +4 to hit, range 30 ft., one target.
Hit: 14 (4d6) fire damage, and the target must succeed on a DC 14 Dexterity saving throw or have its movement speed halved until the end of its next turn as molten iron clings to its armor or skin.

Bonus Actions

Forge’s Pulse (1/Day). The Smith slams its hammer into the ground, sending out a wave of heat and ringing metal. Each creature of its choice within 15 feet must make a DC 14 Constitution saving throw, taking 10 (3d6) fire damage on a failed save or half as much on success. Objects and nonmagical metal gear glow red-hot until the end of the Smith’s next turn.

Reactions

Scorching Reprisal. When hit by a melee attack, the Smith can release a burst of heat. The attacker must succeed on a DC 13 Dexterity saving throw or take 5 (1d10) fire damage.

Description

Once a master craftsman, the Corrupted Smith was fused with molten metal during the Black Hand’s earliest rituals. Its veins glow like forge channels, its flesh hard as slagged iron. The warped creature now serves the cult as both guardian and forgemaster — crafting weapons of bone and steel, each whispering with the echoes of damned souls.

When enraged, the Smith’s hammer burns white-hot, every swing spraying molten blood and sparks across the battlefield. Its forge-fire burns not to create — but to destroy.

Monster Tags: Human

Habitat: Any

Zackeel

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