Keymaster
Keymasters are thin blue-skinned creatures that would look almost identical to humans if not for their four arms and long tails. They have an obsession with locks and keys, cloistering themselves in dusty rooms trying to pick the most complex locks and safes, though if need be, they can open incredibly complicated locks with just a touch from their tails. Rarely do keymasters become criminals, even with their power of unlocking, as they see crime as beneath them, fit only for wretches and fools.
Armor Class 13 (natural armour)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
Saving Throws Dex +5, Int +7
Skills Arcana +7, History +7, Perception +7, Stealth +5 Tools Thieves' tools Proficiency Bonus +3
Damage Vulnerabilities —
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities —
Condition Immunities —
Senses passive Perception 10
Languages —
Challenge 7 (2.900 XP)
Actions
Reactions
Legendary Actions
⚠️ D&D Wiki Homebrew
This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.
Source: D&D Wiki - Keymaster (5e Creature)
This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.
Formatted by BubblyBards.