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Forge Wight

Tiny elemental (titanspawn), neutral evil

Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft. (40 ft.; forge bound)

5 (-3) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 6 (-2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft.; passive Perception 10
Languages Primordial (Ignan), Titan Speech
Challenge 1 (200 XP)

Special Traits

  • Fire Form. The forge wight can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the forge wight or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
  • Forge Bound. The forge wight is bound to its forge and cannot leave that location. If the forge is very large, then the wight can move its normal speed of 40 feet within the confines of the forge, but it cannot leave the forge itself.
  • Illumination. The forge wight sheds bright light in a 10-foot radius and dim light out in an additional 10 feet.
  • Water Susceptibility. For every gallon of water splashed on the forge wight, it takes 1d4 cold damage.


  • Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.
  • Heat Metal. The forge wight chooses a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that it can see within 60 feet. The object glows red-hot. Any creature in physical contact with the object takes 9 (2d8) fire damage. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 12 Constitution saving throw or drop the object if it can. If it doesn’t drop the object, the creature has disadvantage on attack rolls and ability checks until the start of the forge wight’s next turn.


Forge wights (a misnomer, for they are not undead spirits) are elemental creatures trapped in cold forges abandoned by the ages, eager to lash out at any unwary soul that passes too close. They appear as an eerily flickering tongue of pale, ghostly flame dancing in the otherwise cold forge.

The forge wight uses heat to torment and kill its victims. It vents its anger on any mortal that stays within range, but can be placated momentarily if hot coals or the like are tossed into a nearby forge. As soon as the coals die out, however, the spirit resumes its attacks, likely angrier than before.

In ancient times, master smiths across the land kept their forges hot through sacrifice to the titan of iron and fire. In return, a forge wight would be sent to inhabit the smith’s forge and keep it burning. Unfortunately, the world changed; titans fell and the old smiths died. A few of these inhabited forges remain, though, in the depths of shattered fortresses or in towns long deserted, and the fire spirits trapped within are bitter from their long, cold imprisonment. An individual might perform the ceremony to free a forge wight from its prison, but there are likely very few still alive who know such lore.

The forge wight strikes out by using heat metal liberally on the gear of any who approach without making the proper obeisance. It can never leave its forge, but if a target gets close enough, the wight attacks.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb