Locksmith
Tome of Beasts 2
(3,900 XP)
Robinloft Estimated
CR
8
Armor Class
18 (natural armor)
Hit Points
102 (12d8+48)
Speed
40 ft.
STR
20
(+5)
DEX
18
(+4)
CON
18
(+4)
INT
16
(+3)
WIS
10
(+0)
CHA
6
(-2)
Saving Throws
—
Skills
Insight +6, Stealth +10
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
fire, poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
blindsight 90 ft., passive Perception 10
Languages
Common
Environments
Expert Lockpicker.
The locksmith can use any piece of its mechanical body to pick locks and disarm traps, as if its entire body was made up of several sets of thieves’ tools. It is proficient in using pieces of itself in this way. In addition, the locksmith has advantage on ability checks to pick locks and disarm traps.
Innate Spellcasting.
The locksmith's innate spellcasting ability
is Intelligence
(spell save DC 14,
+6 to hit with spell attacks).
It can innately cast the following spells,
requiring no material components:
Actions
Multiattack.
The locksmith makes two key blade attacks.
Key Blade.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
Acid Wash (Recharge 5–6).
The locksmith emits a cloud of rust in a 60-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.
Locksmith
Not yet described
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