Expert Lockpicker. The Clocksmith 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 Clocksmith has advantage on ability checks to pick locks and disarm traps.
Spellcasting. The Clocksmith innate spellcasting ability is Intelligence (spell save DC 15). The Clocksmith has following spells prepared:
- At will: mending
- 3/day each: arcane lock, knock
- 1/day each: forcecage
Multiattack. The clocksmith makes two key blade attacks.
Key Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
Acid Wash (Recharge 5-6). The clocksmith 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 on a success.
Description
These humanoid-shaped clockwork creations are few in number as their method of construction was only known by their creator, a mad engineer who made legions of clockwork creations in his private factory. Clocksmiths were made for the purposes of making the most secure doors, gates, barriers and all varieties of locks. In the century since the death of their creator, several clocksmiths have struck out into the world for varying reasons, and many offer their services for a fee.
A clocksmith is able to instantly recognize the handiwork of another clocksmith and will either undo their work or make a superior version in a competitive compulsion built into their design.
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