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Locksmith

Medium · Construct · CR 8 · Unaligned

Armor Class
18 (natural armor)
Hit Points and Hit Dice
102 (12d8+48)
Challenge Rating CR
8

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
18
+4
CON
18
+4
INT
16
+3
WIS
10
+0
CHA
6
-2

Overview

Category Monsters
Size Medium
Type Construct
Alignment Unaligned
XP 3900
Initiative Bonus +4

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Blindsight 90 ft (27.4 m)
Passive Perception 10

Skills

Insight +4 Stealth +8

Languages

Common

Resistances & Immunities

Damage Immunities
fire, poison, psychic
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Traits

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 15). It can innately cast the following spells, requiring no material components:
At will: mending
3/day each: arcane lock, knock
1/day: forcecage

Actions

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.

Key Blade

+9 to hit, reach 5 ft (1.5 m). Hit: 3d8+5 slashing damage.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.

Multiattack

The locksmith makes two key blade attacks.

About Locksmith

Locksmith is a medium construct with a Challenge Rating of 8. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 102 hit points (derived from 12d8+48).

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

GM Tips: Using Locksmith

2 tips available

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

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Locksmith

2 strategies available

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

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 8.

Solo Encounter:

A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 7,200 XP
  • Hard: 10,800 XP
  • Deadly: 14,400 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 Locksmith?
Locksmith has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
What type of creature is Locksmith?
Locksmith is a Medium Construct, which affects how certain spells and abilities interact with it.
What languages does Locksmith speak?
Locksmith can communicate in Common.

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