Trapsmith
Small Humanoid Lawful Neutral
- Armor Class: 14 (leather armor)
- Hit Points: 54 (12d6 + 12)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: Tome of Beasts 2023, page 246
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 7 (-2) |
16 (+3) |
12 (+1) |
16 (+3) |
13 (+1) |
8 (-1) |
- Skills: Stealth +5
- Damage Vulnerabilities: False
- Damage Immunities: False
- Damage Resistances: False
- Condition Immunities: False
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Common, Draconic
Special Abilities
- 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
- Multiattack: The trapsmith uses Makeshift Trap then makes one Dagger or Spare Part attack.
- Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Spare Part: 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).
- 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.
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