Forge-Spurned
Creature 5 (uncommon) — fire, undead, unholy
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDfireundeadunholy
Evil dwarves who die having failed to live up to the exacting standards of the duergar god Droskar are sometimes forced to return to the material world as undead abominations known as forge-spurned.
Source: age-of-ashes-bestiary (Pre-Remaster)
Perception +11; darkvision
Languages common, dwarven, sakvroth
Skills athletics +14, crafting +14, Droskar Lore +12
Str
+5
Dex
+2
Con
+4
Int
+1
Wis
+2
Cha
+0
Items Warhammer, Soul Chain
AC 22
Fort +15
Ref +9
Will +11
HP 75 (eternal damnation, void healing)
Immunities bleed, death-effects, disease, fire, paralyzed, poison, unconscious
Weaknesses cold 5
Speed 20 feet
Offense
Melee Soul Chain (disarm, trip) +15, Damage 2d8+5 slashing plus 1d6 fire
Melee Warhammer (shove) +14, Damage 1d8+7 bludgeoning
Abilities
Enternal Damnation (divine) — As long as its soul chain remains intact, a forge-spurned can't be truly destroyed. It rises again fully healed at the next sundown, even if its physical body was destroyed.
Searing Heat (fire) — A creature that touches the forge-spurned (including Grappling it or hitting it with an unarmed attack) takes 2d6 fire damage (DC 21 Reflex save).
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Forge Breath (divine, fire) — The forge-spurned breathes a cloud of stinging soot, ash, and glowing embers. This can affect either a 30-foot cone or a 20-foot burst centered on the forge-spurned and persists for 1d4 rounds.
Each creature that moves into or starts their turn in the area takes 6d6 fire damage, with a DC 21 Reflex save. A creature that fails its save is also Blinded for 1 minute.
Creatures within the cloud are Concealed, though not from the forge-spurned.
The forge-spurned can't use Forge Breath again until it has used Inflate Bellows.
Each creature that moves into or starts their turn in the area takes 6d6 fire damage, with a DC 21 Reflex save. A creature that fails its save is also Blinded for 1 minute.
Creatures within the cloud are Concealed, though not from the forge-spurned.
The forge-spurned can't use Forge Breath again until it has used Inflate Bellows.
Inflate Bellows —
Soul Chain (divine, fire) — If a creature is slain by an attack from the soul chain and the forge-spurned is able to retain the creature's corpse, it can bind the creature's soul into the soul chain (as Seize Soul) with a day of work at a forge and a DC 20 Crafting check.
An individual whose soul is bound in this way can't be resurrected unless the soul chain is destroyed (Hardness 10, 40 HP, BT 20).
An individual whose soul is bound in this way can't be resurrected unless the soul chain is destroyed (Hardness 10, 40 HP, BT 20).
WORKS WELL WITH
SniperLANDSniper operates at range while area-denial hazards keep melee foes from closing distance.
WeaverLANDWeaver layers additional zone control to compound hazard coverage and restrict enemy movement options.
ShadeLANDShade picks off targets that attempt to bypass the hazardous aura and area denial.
PUNISHES
✖ melee reliance✖ clumping✖ unarmed reliance
stacking Anvils creates overlapping hazard zones that restrict allied movement and safe positioning
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Forge-Spurned in the encounter builder — free, no install.
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