The Aethervale

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High Forge-Master Thordin

High Forge-Master Thordin
High Forge-Master Thordin
CR 4
Large Humanoid (Dwarf), Lawful Evil
Reveal Stat Block
Armor Class
17 (Exoskeleton)
Hit Points
85 (10d10 + 30)
Speed
25 ft.
str
18
+4
dex
8
-1
con
16
+3
int
14
+2
wis
10
+0
cha
12
+1

Traits

Fungal Resilience.Thordin has advantage on saving throws against poison and being charmed. He has resistance to poison damage.
Azure Spore Cloud.Any creature that starts its turn within 5 feet of Thordin must succeed on a DC 13 Constitution saving throw or be Poisoned until the start of its next turn. While poisoned in this way, the creature's vision is obscured by blue-green hallucinations, granting it disadvantage on attack rolls.

Actions

Multiattack.Thordin makes two Forge-Hammer attacks.
Forge-Hammer.Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 3 (1d6) fire damage.
Scalding Bellows (Recharge 5–6).Thordin vents pressurized steam and liquified spores in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 21 (6d6) fire damage and is Blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't Blinded.
Mechanical Decree.Thordin speaks a distorted command through his voice-box. Up to two allied 'Spore-Hosts' within 30 feet of Thordin that can hear him can use their reaction to move up to half their speed and make one melee weapon attack.

High Forge-Master Thordin

Once the paragon of dwarven ingenuity and the steady hand that guided Steamfort’s geothermal industry, High Forge-Master Thordin has become a tragic monument to the city’s hubris. He stands nearly seven feet tall, his height augmented by a massive, steam-hissing exoskeleton bolted directly into his vertebrae and limbs. The brass plates of his armor are no longer polished; they are pitted with corrosive rust and webbed with the glowing, bioluminescent veins of the blue-green mycelium. Thordin’s beard, once braided with gold coins, is now a tangled mat of damp fibers and tiny, sprouting puffballs.

From his throne atop the Great Bellows, Thordin oversees a city in the throes of a waking nightmare. His eyes, clouded by thick cataracts of azure spores, no longer see the crumbling infrastructure of the Rusted Deep. Instead, he perceives a world of perfect, interconnected harmony. He issues erratic, booming decrees through a voice-box distorted by fungal growth, ordering the Great Gates sealed and the ventilation shafts choked shut. To the uninfected, he is a tyrant trapping his people in a gas chamber of hallucinogenic spores; to Thordin, he is a shepherd protecting his flock from the "toxic chaos" of the surface world until their "ascension" is complete.

Secret Motivation: Thordin is no longer merely a victim of the infection; he has become its most ambitious architect. Deep in his fractured mind, he believes the "First Spawning" was not a mistake, but a divine prophecy. He is secretly working to complete the Great Smelting—a process where he intends to pump liquified mycelium into the city’s primary geothermal reservoirs. His goal is to transform every dwarf in Steamfort into a "Brass-Bound Spore-Host," merging dwarven machinery with Mycelia-Zul’s consciousness to create an immortal, unyielding legion that can "cleanse" the surface of individualistic rot.

Adventure Hook: The players are approached by a twitchy, soot-stained messenger—a mechanical "Clockwork Canary" sent by the few remaining sane engineers in Steamfort’s upper tiers. The bird carries a frantic, recorded message that cuts through the blue fog of Kigum: “The Forge-Master has closed the vents. The air turns to velvet. We can hear the roots singing in the pipes. If the Bellows aren't reversed, the Deep becomes a tomb.” To save the city and stop the spread of the Azure Awakening, the players must use Lady Elara’s ancestral map to infiltrate the sealed gates and reach the Forge-Master before he initiates the final Smelting cycle.