Locksmith

Medium Construct, unaligned (CR 8)

Armor Class 18 natural armor

Hit Points 102 (12d8+48)šŸŽ²

Speed 40 ft.


STR

20 (+5)

DEX

18 (+4)

CON

18 (+4)

INT

16 (+3)

WIS

10 (+0)

CHR

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 locksmithā€™s 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

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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
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