Runesmith (5e Creature)

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Runesmith[edit]

Medium humanoid (dwarf), any alignment


Armor Class 16 (chain mail)
Hit Points 90 (12d8 + 36)
Speed 25 ft.


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Con +6, Int +7
Skills Arcana +7, History +7, Insight +4
Damage Resistances fire, poison
Senses darkvision 60 ft., passive Perception 11
Languages Common, Dwarvish
Challenge 7 (2,900 XP)


Dwarven Resilience. The runesmith has advantage on saving throws against poison.

Innate Spellcasting. The runesmith's spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: catapult, thunderous smite, thunderwave
2/day each: scorching ray, wall of stone

Stonecunning. Whenever the runesmith makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, instead of its normal proficiency bonus.

Tireless Worker. The runesmith cannot use its lair actions or spells when it is not within 5 feet of its anvil and has a speed of 0 when using said abilities. The anvil can be destroyed (AC 17; hp 60; immunity to poison and psychic damage).

ACTIONS

Multiattack. The runesmith makes two melee weapon attacks.

Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target, Hit: 13 (2d10 + 2) bludgeoning damage.


Dwarven runesmiths are chosen from a young age when they show exceptional magical and blacksmithing abilities.

A Runesmith's Lair

A runesmith spends almost the entirety of their life at the forge creating and enhancing the weapons of the dwarven race. Depending on how renowned the runesmith is, the forge could be anywhere from a small cave with a basic blacksmith setup to a massive cavern filled with complex machinery. A master runesmith could even have the power to change the layout of his forge on a whim.

Lair Actions

When fighting inside its lair, the runesmith can invoke the power of the forge to take lair actions. On initiative count 20 (losing initiative ties), the runesmith cycles through each action, repeating when he uses the third:

  • Sverð - the runesmith places 6 sword burst runes on the ground (DM decides where) that when stepped on, activates the spell.
  • Eldr - the runesmith places 6 fire bolt runes on the ground (DM decides where) that when stepped on, activates the spell.
  • Keyra - the runesmith places 6 thorn whip runes on the ground (DM decides where) that when stepped on, activates the spell. Instead of pulling the target closer, it sends them 10 feet toward the nearest rune.
Regional Effects

The forge of a runesmith is extremely hot and almost unbearable for anyone who is not accustomed to the heat:

  • Any metal that is in the forge for longer than 24 hours (that is not magically protected) starts behaving as if it were under the heat metal spell
  • Any water based spell can only last 1/2 of its original duration

These effects slowly diminish over a course of 24 hours when the forge is turned off

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