# 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.