# 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](https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/) 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.
