Walking Forge (5e Creature)
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Huge construct, unaligned
Armor Class 18 (natural armor)
Proficiency Bonus +6
Fire Absorption. Whenever the walking forge is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Heated Body. A creature that touches the walking forge or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.
Illumination. The walking forge sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Magic Resistance. The walking forge has advantage on saving throws against spells and other magical effects.
Magic Weapons. The walking forge's weapon attacks are magical.
Multiattack. The walking forge makes two attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 14 (4d6) fire damage.
Breath Weapons (Recharge 6). The walking forge uses one of the following breath weapons:
Coal Breath. The walking forge exhales burning coals in a 30-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.
A walking forge is a towering construct of glowing hot metal filled with blazing coals and thick smoke. Its mere presence causes nearby temperatures to soar, whilst embers trail its every movement. As the name implies, a walking forge's body can be used as a furnace and is hot enough to melt metal, so the mage who creates a walking forge typically does so with the intent to use it for smithing magical items.
Construct Nature. A walking forge doesn't require air, food, drink, or sleep.
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