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Trapsmith

Small · Humanoid · CR 2 · Lawful Neutral

Armor Class
14 (leather armor)
Hit Points and Hit Dice
54 (12d6 + 12)
Challenge Rating CR
2

Ability Scores

Core attributes and their modifiers.

STR
7
-2
DEX
16
+3
CON
12
+1
INT
16
+3
WIS
13
+1
CHA
8
-1

Overview

Category Monsters
Size Small
Type Humanoid
Alignment Lawful Neutral
XP 450
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 11

Skills

Stealth +5

Languages

Common, Draconic

Traits

Improvised Tools

The kobold trapsmith can use any Tiny objects at hand to pick locks and disarm traps, as if any such object was part of a set of thieves’ tools. It is proficient in using Tiny objects in this way. In addition, the trapsmith has advantage on ability checks to pick locks and disarm traps.

Pack Tactics

The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Sunlight Sensitivity

While in sunlight, the kobold trapsmith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Dagger

+5 to hit, reach 5 ft (1.5 m). Hit: 1d4+3 piercing damage.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Makeshift Trap

The kobold trapsmith cobbles together a quick trap with materials at hand and throws it at a point on the ground it can see within 30 feet of it. The trapsmith chooses one of the following traps. Each creature in the trap's area must succeed on a DC 13 Dexterity saving throw or suffer the trap's effects.

Multiattack

The trapsmith uses Makeshift Trap then makes one Dagger or Spare Part attack.

Spare Part

+5 to hit, range 20/60 ft (6.1/18.3 m). Hit: 1d6+3 slashing damage.

Ranged Weapon Attack:+5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage or slashing damage (the trapsmith's choice).

About Trapsmith

Trapsmith is a small humanoid with a Challenge Rating of 2. It has a lawful neutral alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 54 hit points (derived from 12d6 + 12).

Trapsmith has communication capabilities including Common, Draconic. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Trapsmith

1 tips available

When using Trapsmith in your D&D 5e campaign, consider these tactical approaches:

  • Pack Tactics Advantage: This creature has advantage on attack rolls when an ally is within 5 feet! Separate it from its pack or use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Player Guide: Facing Trapsmith

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Pack Tactics: This creature has advantage when allies are nearby! Separate it from its pack. Use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 2.

Solo Encounter:

A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 600 XP
  • Hard: 900 XP
  • Deadly: 1,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Trapsmith?
Trapsmith has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
What type of creature is Trapsmith?
Trapsmith is a Small Humanoid, which affects how certain spells and abilities interact with it.
What languages does Trapsmith speak?
Trapsmith can communicate in Common, Draconic.

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