Dark Iron Herald
Medium humanoid (dwarf), lawful evil
- Armor Class 18 (plate)
- Hit Points 127 (15d8 + 60)
Speed 25 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 18 (+4) 19 (+5) 13 (+1) 12 (+1)
- Saving Throws Str +6, Con +8, Int +8
- Skills History +8, Insight +5, Intimidation +5
- Damage Resistances fire
- Senses darkvision 120 ft., passive Perception 10
- Languages Common, Dwarven
Challenge 10 (5,900 XP)
Forged in Flames. Any melee weapon the dwarf wields deals an extra 10 (3d6) fire damage on a hit (included in the attack).
Innate Spellcasting. The dwarf's spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: produce flame
1/day each: lesser restoration, searing smiteSpellcasting. The dwarf is a 14th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The dwarf has the following mage spells prepared:
Cantrips (at will): control flames, fire bolt, mage hand,
minor illusion, prestidigitation1st level (4 slots): burning hands, hellish rebuke,
mage armor, sudden awakening
2nd level (3 slots): aganazzar's scorcher, continual
flame, flaming sphere, hold person
3rd level (3 slots): counterspell, fireball, slow
4th level (3 slots): confusion, fire shield*, wall of fire
5th level (2 slots): dominate person, immolation
6th level (1 slot): investiture of flame**The dwarf casts these spells on itself before combat.
Sunlight Sensitivity. While in sunlight, the dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The dwarf makes two warhammer attacks.
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack, plus 10 (3d6) fire damage.
Conjure Fire Elemental (1/Day). The dwarf magically conjures a fire elemental. The fire elemental appears in an unoccupied space within 60 feet of its conjurer, and acts as an ally of its conjurer. It remains for 10 minutes, or until it dies.
Legendary Actions
The dwarf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dwarf regains spent legendary actions at the start of its turn.
Attack. The dwarf makes one melee weapon attack.
Spell (Costs 2 Actions). The dwarf casts a spell from its
prepared spell list.