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 wit

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Keymaster

Medium aberration, lawful neutral

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.

STR
14 (+2)
DEX
15 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)

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)

No special abilities.

Actions

Multiattack. The keymaster makes four melee attacks.

Reactions

None.


⚠️ 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.

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