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Blackened Smith




A dark fey artisan’s strongest tool and favored weapon a blackened smith is blacksmithing hammer made from the fragments of a vainglory and the wood of a deadwood tree. Arcane power visibly ripples across its head, and every time it strikes miniature sparks of lighting sizzle from the point of impact.

Craftman’s Friend. A blackened smith can move and work on its own, and often does. However, when taken in hand by a fey craftsman it allows them to not only shape metal but bind the magic of the Waning Court to their work. Fashioning a blackened smith moves a waning fey from journeyman to master.

Lingering Skill. After being slain most of the once-enchanted hammer remains, including some of its magic. While it can no longer channel lighting or be used as an effective weapon it greatly aids in the construction of magic items. Sometimes a mortal tricks a fey artisan out of an blackened smith, which also disenchants the hammer. These lucky souls often go on to grow a fortune from the wears they produce. However, the bamboozled fey often seeks to repair its honor, with lethal results. A ‘dead’ blackened smith grants advantage on tool skill checks where it might apply.

Blackened Smith

Tiny Construct, unaligned

Armor Class 17 (natural armor)

Hit Points 170(20d8+80)

Speed 0ft

Fly 30ft (hover)

Str 24 Dex 14 Con 18 Int 4 Wis 14 Cha 3

Damage Immunities poison, psychic, bludgeoning, piercing and slashing damage from nonmagical weapons that aren't adamantine, lightning, thunder

Condition Immunities poisoned, charmed, exhaustion, frightened, paralyzed, petrified, prone

Senses darkvision 120ft, passive Perception 13

Languages understands sylvan

Challenge 12 (8400 XP)

Immutable Form.

The blackened smith is immune to any spell or effect that would alter its form.

Magic Resistance.

The blackened smith has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The blackened smith's weapon attacks are magical.

Lightning Absorption.

Whenever the blackened smith is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage instead.

Thunder Conduit.

Whenever the blackened smith is subjected to thunder damage it takes no damage and instead deals that much damage to all creatures with 10ft of it unless they succeed on a DC 16 Constitution save. On a successful save a creature takes half damage.

Actions

Multiattack

The blackened smith makes three bash attacks as one action.

Bash

Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 13 (1d12+7) bludgeoning damage7) bludgeoning damage plus 13 (3d8) thunder damage.

Impact Tremor (Recharge 5-6).

All creatures within 10ft of the hammer must make a DC 16 Constitution save or take 22 (5d8) lightning damage, 22 (5d8) thunder damage, and are knocked prone and stunned. On a successful save a creature takes half damage and is not knocked prone or stunned.

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