The Forge of Muspar Conqueror
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The Forge of Muspar

Deep in the volcano, Muspar the Smith forges a weapon that breaks kings

Muspar the Smith
The Adversary
Muspar the Smith
fire giant · CR 9

Every hammer-blow betrays a father who forges with a broken heart and a white-hot rage.

Show stat block
Muspar the Smith
Huge giant, lawful evil
Armor Class 18 (forged plate armor)
Hit Points 162 (13d12+78)
Speed 30 ft.
STR25+7
DEX9-1
CON23+6
INT10+0
WIS14+2
CHA13+1
Saving Throws Str +11, Con +10
Skills Athletics +11
Resistances & immunities immune to fire; bludgeoning/piercing/slashing from nonmagical weapons
Senses passive Perception 12
Challenge 9
Traits

Forge Master. As a bonus action, Muspar can heat his weapon to a glow; until the end of his turn, it deals an extra 1d6 fire damage on a hit.

Broken Heart. When Muspar is reduced to half his maximum hit points or fewer, he gains advantage on attack rolls until the end of the fight.

Actions

Multiattack. Muspar attacks twice with his giant hammer.

Giant Hammer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10+7) bludgeoning damage plus 7 (2d6) fire damage.

Throw Glowing Weapon. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 20 (3d8+7) fire damage.

Heat Wave (Recharge 5-6). Each creature within 15 ft. of Muspar must make a Constitution saving throw (DC 18), taking 24 (7d6) fire damage on a failure, or half as much damage on a success.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

The volcano smokes differently than it should: rhythmically, like a panting bellows. In the mountain villages they know why. Deep in the throat of the mountain, the fire giant Muspar the Smith has built a forge, and on his anvil grows a weapon that can melt away entire city walls, ordered by a warlord who means to subjugate the whole land.

Slaves haul ore along glowing channels, lava streams through cast troughs, and the heat alone kills the unprepared. Muspar counts the days until the weapon-melt is complete; you count them with him, because when it is finished, every wall between here and the capital is lost.

You creep through lava tunnels, foul up the bellows and the water supply, free slaves who know the mines, and search for the weak spot in Muspar's masterwork while it is still glowing and unfinished. Every act of sabotage makes the smith more suspicious and the Forge of Muspar more dangerous.

The twist: the warlord holds Muspar's daughter hostage, and the giant forges not out of pride but under duress. The climax plays out on the rim of the crucible: destroy the weapon in a battle against Muspar the Smith and his heat, or convince him that you can free his daughter and turn his hammer against his employer, before the lava rises and the whole forge plunges into the deep.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.