Locksmith
Medium Construct, unaligned (CR 8)Armor Class 18 natural armor
Hit Points 102 (12d8+48)
Speed 40 ft.
20 (+5)
18 (+4)
18 (+4)
16 (+3)
10 (+0)
6 (-2)
Skills insight 4, stealth 8
Senses blindsight 90 ft., passive Perception 10
Languages Common
Challenge Rating 8
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.
sizeMedium
typeConstruct
group
alignmentunaligned
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks
damage_immunitiesfire, poison, psychic
condition_immunitiescharmed, exhaustion, frightened, paralyzed, petrified, poisoned
cr8
reactions
legendary_desc
legendary_actions
special_abilitiesname: Expert Lockpicker,desc: 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 thievesā 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.,name: Innate Spellcasting,desc: The locksmithās innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: mending 3/day each: arcane lock, knock 1/day: forcecage
spell_list
page_no240
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 2, page no. 240