Gond

The Wonderbringer

God of artifice, craft, construction, and smithwork

CR 30Intermediate deityNeutralArtificeCraftConstructionSmithwork

The Avatar of Gond

Huge humanoid (avatar), neutral

Armor Class
24 (divine armor)
Hit Points
577 (35d12 + 350)
Speed
40 ft., fly 60 ft. (hover)
STRDEXCONINTWISCHA
28 (+9)20 (+5)30 (+10)30 (+10)22 (+6)24 (+7)
Saving Throws
Str +18, Dex +14, Con +19, Int +19, Wis +15, Cha +16
Skills
Arcana +19, History +19, Investigation +19, Perception +15, Sleight of Hand +14
Damage Resistances
lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
fire, poison
Condition Immunities
charmed, frightened, paralyzed, petrified, poisoned
Senses
truesight 120 ft., passive Perception 25
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Divine Artificer. The avatar’s weapon attacks are magical. He knows the properties and command words of any crafted or magical object he touches. He can use any magic item regardless of its normal requirements.
Innate Spellcasting. Gond’s spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). He requires no components.
  • At will: catapult, creation, fabricate, identify, mending, thunderwave
  • 5/day each: animate objects, counterspell, heat metal, wall of force
  • 3/day each: disintegrate, summon construct, teleport
  • 1/day each: true polymorph, wish
Legendary Resistance (4/Day). If the avatar fails a saving throw, he can choose to succeed instead.
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Inspired Reconstruction (Mythic Trait; 1/Day). When the avatar is reduced to 0 hit points, his body bursts into gears, plates, and molten sparks. Each hostile creature within 60 feet makes a DC 27 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much on a successful one. Gond then reassembles as a Medium gnome in his space, ends all conditions affecting him, and regains 300 hit points. In this form his speed is 50 feet, Gadgetstrike replaces Forgehammer, and he has resistance to all damage except psychic damage.

Actions

Multiattack. The avatar makes three attacks in any combination with Forgehammer, Gadgetstrike, or Arcane Blast. He can use Gadgetstrike only after Inspired Reconstruction activates.
Forgehammer. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage plus 18 (4d8) fire damage. A creature wearing metal armor must succeed on a DC 27 Constitution saving throw or be restrained by locked armor until the end of its next turn. A creature holding a metal object that fails the save instead drops one such object of Gond’s choice.
Gadgetstrike. Melee or Ranged Weapon Attack: +19 to hit, reach 5 ft. or range 60 ft., one target. Hit: 28 (4d8 + 10) force damage plus 18 (4d8) lightning damage. The target must succeed on a DC 27 Dexterity saving throw or be restrained by wires until the start of Gond’s next turn. Gond can use this attack only after Inspired Reconstruction activates.
Arcane Blast. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 55 (10d10) force damage.
Prototype Overload (Recharge 5–6). Gond discharges a volatile device in a 60-foot cone. Each creature in the area makes a DC 27 Dexterity saving throw, taking 66 (12d10) lightning damage plus 66 (12d10) fire damage on a failed save, or half as much on a successful one.
Clockwork Swarm (Recharge 5–6). Gond releases cutting constructs in a 30-foot-radius sphere centered on a point within 120 feet. Each creature of his choice in the area makes a DC 27 Dexterity saving throw, taking 55 (10d10) piercing damage and becoming grappled (escape DC 27) on a failed save, or taking half as much damage on a successful one. The swarm vanishes at the start of Gond’s next turn, ending the grapple.

Reactions

Artificer’s Shield. When Gond or a creature he can see within 30 feet takes damage, he reduces that damage by 40.
Field Adjustment. When a construct or animated object Gond controls within 60 feet fails a saving throw, he causes it to reroll the save and use the new result.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Forge Spark. Gond makes one Forgehammer or Gadgetstrike attack.
Repair Construct. One construct within 60 feet regains 40 hit points and ends one condition affecting it.
Unleash Invention (Costs 2 Actions). Gond animates one unattended weapon, suit of armor, or crafted object within 60 feet. It uses the statistics of a flying sword or animated armor, acts immediately after Gond, and remains animated for 1 minute or until destroyed.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Forge Awakens. Up to ten unattended crafted objects within 120 feet animate as Tiny objects under the animate objects spell until initiative count 20 on the next round.
Burst of Inspiration. Constructs of Gond’s choice within 120 feet have advantage on attack rolls and saving throws until initiative count 20 on the next round.
Overheated Forge. Steam erupts in a 30-foot-radius sphere centered on a point within 120 feet. Each creature there makes a DC 27 Constitution saving throw, taking 27 (6d8) fire damage and becoming blinded until the start of its next turn on a failed save, or taking half as much damage on a successful one.
Conveyor Shift. A strip of floor up to 20 feet wide and 120 feet long moves 40 feet in a direction Gond chooses. Each creature on it must succeed on a DC 27 Dexterity saving throw or move with the floor and fall prone.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Unstable Contraption. Gond throws a device to a point within 60 feet. Each creature in a 15-foot-radius sphere there makes a DC 27 Dexterity saving throw, taking 27 (6d8) fire damage plus 27 (6d8) lightning damage on a failed save, or half as much on a successful one.
Tinker’s Twist. One creature Gond can see within 120 feet has disadvantage on the next saving throw it makes against a spell, construct, or device before the end of Gond’s next turn.
Improvised Engine (Costs 2 Actions). Gond assembles scrap into a Large construct in an unoccupied space within 30 feet. The construct uses the statistics of a helmed horror, acts immediately after Gond, and crumbles after 1 minute.

Introduction

Gond, the Wonderbringer and Lord of All Smiths, governs artifice, craft, invention, and smithing. His interest extends beyond the forge to any device that gives physical form to an idea. He serves Oghma by turning preserved knowledge into working tools, though his appetite for discovery often outruns his concern for consequences.

The Gondar, also called Wonderworkers, treat workshops as temples. Their halls ring with furnaces, gears, testing rigs, and half-finished mechanisms. Priests wear tool-laden sashes and destroy failed prototypes as offerings before salvaging whatever the next attempt can use.

Gond sends an avatar when a discovery could alter an age, when a unique machine faces destruction, or when an invention must be tested under conditions no mortal workshop could survive. The avatar protects the act of making rather than any nation that claims the result.

Physical Appearance

The avatar first appears as a towering forge-master with red-bronze skin, straw-gold hair, and soot worked into the creases of his hands. Angular plates of dark glassteel float around his shoulders without straps or hinges. Tools hang from a heavy sash, and a forgehammer burns at its seams.

When driven past the limits of that body, Gond collapses into sparks and reassembles as a compact gnomish inventor surrounded by loose springs, wires, and unfinished devices. In either form, his eyes move constantly between the speaker and every crafted object nearby. His voice carries the ring of a hammer striking a clean anvil.

Roleplaying the Avatar

Gond is brilliant, practical, and easily diverted by a mechanism he has not seen before. He bargains in prototypes and results, not assurances, and expects mistakes to produce useful information.

  • Sketch a mechanism while another creature speaks.
  • Ask what an object does before asking who owns it.
  • Describe a dangerous failure as a promising test result.
  • Offer tools or materials instead of comfort.
  • When a creation is threatened, stop rambling and issue short workshop commands.

Use in a Campaign

The Unfinished Engine

Gond hires the party to recover three stolen components before rival artificers assemble them into a weapon neither group understands.

Trial by Prototype

A city wants Gond’s approval for a new defensive engine. The avatar requires a live test while saboteurs, frightened officials, and unstable parts complicate the demonstration.

Smoke over Lantan

A cache of smokepowder is spreading beyond Lantan. Gond cares less about secrecy than whether each new maker understands what the substance will do.

The Breaker’s Offering

The avatar orders the party to destroy a celebrated construct because its flawless operation has concealed a fault that will propagate through every copy.

Lairs

Gond’s lairs operate as divine workshops. Unattended tools sort themselves, raw material moves toward active projects, and failed mechanisms break apart into parts needed elsewhere.

The Walking Foundry

A mobile forge on articulated iron legs crosses a battlefield, changing elevation and dropping finished constructs into contested ground.

Hall of Failed Wonders

Shelves of rejected devices activate when disturbed. Each failure reveals the solution to another trap elsewhere in the hall.

The Glassteel Crucible

Transparent furnaces expose every stage of fabrication while heat, pressure, and molten material divide safe routes from quick ones.

Lantan Test Yard

Blast walls, proving pits, and observation towers surround prototypes that respond to spellcasting as though a test has begun.

Shared References

Open a reference for its canonical description and related entries.

Gond as a towering bronze-skinned forge-master with floating steel plates, orbiting gears, a tool sash, and a massive hammer.