Keeper of the Runic Forge

Large Giant, Lawful Neutral

Armor Class: 18 (+2 Breastplate)

Hit Points: 133 (14d10+56)

Speed: 30 ft.


STR 21/+5

DEX 16/+3

CON 18/+4

INT 12/+1

WIS 18/+4

CHA 14/+2


Skills: History +5, Religion +8

Saving Throws: Wis +8, Cha +6

Damage Resistances: Cold, Fire

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Common, Draconic, Dwarvish, Giant, Primordial

Challenge: 10

Proficiency Bonus: +4


The Eternal Hammerers. Keeper of the Runic Forge is one of the several beings of its kind who tend to the lost forges of the Titans. They are proficient smiths and have a +12 bonus on all Smith’s Tools and Jeweler’s Tools checks.

They mostly spend their time honing and preserving the ancient smithing techniques and secrets of the Titans – creating potent magical items only to destroy them and reforge again into something new over and over again.

  • Any non-magical Ammunition, Armor, Shield, Tool or Weapon created by a Keeper automatically becomes a +1 version of the item, or at least provides a +1 bonus to any respective roll the item is used for. 
  • Their Crafting Time while using Blacksmith’s Tools or Jeweler’s Tools is 20x faster. 
  • They are capable of crafting magic items of Rare Rarity or lesser.
  • They can disenchant and destroy any non-consumable, non-ammunition magical item of Very Rare rarity or lesser, giving them charges which they can expend to craft a different metal magical item of their choice without needing to spend any supplies except for any unique necessary resources.
    The formula for how many charges are gained and expended based on the item’s rarity is as follows:
    • Common – 1 Charge
    • Uncommon – 3 Charges
    • Rare – 10 Charges
    • Very Rare – 25 Charges

They are peaceful beings wishing only to live a tranquil life, but they will be hostile and merciless to anyone who would steal from them, threaten their Runic Forges, or attempt to steal or learn their secrets and techniques without being deemed a friend or at least a worthy enough being. 

They have a very strict sense of honour, and become valuable and loyal allies to those in their good graces, often willing to Craft a magic item or offer one to creatures that help them or assist them in their times of need. 

Runic Cloak. Keeper of the Runic Forge is shrouded in protective runes that allow it to utilize the powers of its opponents against them.
When Keeper takes damage of one of the following types, it can use its reaction to halve the damage of that type done by the effect and create an effect depending on the damage type. Each time these effects work with the damage dealt by the triggering effect, it is calculated using the halved damage and not the full damage. 

  • Acid. The Keeper’s Cloak releases a spray of acid, creating a 15 foot cone in a direction of the Keeper’s choosing. All creatures caught in the area must make a DC 16 Dexterity saving throw, taking the acid Damage equal to the Acid damage dealt and gaining a -2 penalty to their AC until the end of the Keeper’s next turn on a failure. 
  • Cold. The Keeper creates an armor of ice around itself, giving it Temporary Hit Points equal to twice the damage dealt that lasts until the end of its next turn.
  • Fire. A fiery explosion is created, all creatures within 15 feet of the Keeper must make a DC 16 Dexterity saving throw, taking twice the damage dealt on a failure, or half as much on a success. 
  • Force. The Keeper teleports to an unoccupied space within 5 feet of a creature that is within 60 feet of the Keeper.
  • Lightning. A lightning shield forms around the Keeper that lasts until the end of its next turn. Each time a creature hits the Keeper with a melee attack, they automatically take 1d12 Lightning damage 
  • Necrotic. If the Keeper sees the creature that caused the damage, the next time the Keeper hits that creature with an Attack, the attack becomes a critical hit. This effect lasts until the end of the Keeper’s next turn. 
  • Poison. All creatures within 15 feet of the Keeper must succeed on a DC 16 Constitution saving throw, or be poisoned until the end of their next turn. 
  • Radiant. The Keeper gives off a radiant aura until the end of its next turn that blinds distant creatures. Creatures that are more than 10 feet away from the Keeper have a -5 penalty on attack rolls against it. 
  • Thunder. All creatures within 60 feet of the Keeper must make a DC 16 Constitution saving throw, becoming deafened for 1 minute and losing concentration on a failure. 

Brokkr’s Enchantment. The Keeper of the Runic Forge has a special lightning rune on its gauntlet that allows it to harness the power of the storm with its hits. Each time it hits a creature with an attack, the same rune forms directly above the target but does not move with them.
At the start of the Keeper’s next turn, a lightning bolt hits each place where this rune has formed. A creature standing on the same square as the rune automatically takes 3d10 Lightning damage, while each other creature within 5 feet of the square must make a DC 16 Dexterity saving throw, taking 3d10 Lightning damage on a failure, or half as much on a success.

  • The Keeper of the Runic Forge doesn’t take damage from this ability, but it can be used to activate the Lightning effect of the Runic Cloak. 

Actions 

  • Multiattack. Keeper makes two attacks with its Runic Hammer
  • Runic Hammer. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4+7) bludgeoning damage plus  9 (2d8) Fire damage. 
  • Forging Beam. The Keeper of the Runic Forge aims its hammer in a direction and creates a line 60 feet long and 10 feet wide. All non-prone creatures caught in the area must make a DC 16 Dexterity saving throw, taking (2d8+5) Fire damage on a failure or half as much on a success. 
  • Wings of the Völundr (Recharge 5-6). Keeper touches a large rune on its breastplate and a set of massive golden fiery mechanical wings appear on its back. The Keeper then flies in a straight line to the distance of up to 80 feet. It can pass through creatures during this action and any creature that it passes through must make a DC 16 Dexterity saving throw, being knocked prone and taking 16 (3d10) Bludgeoning damage plus 16 (3d10) Fire damage on a failure, or half as much damage and not being knocked prone on a success.  

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