Locksmith 2014
CR 8 construct
Medium construct, unaligned
The locksmith 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 locksmith has advantage on ability checks to pick locks and disarm traps.
The locksmith’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: mending 3/day each: arcane lock, knock 1/day: forcecage
Actions
The locksmith makes two key blade attacks.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
The locksmith 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 damage on a successful one.
Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details