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Lockmaw

Huge monstrosity, unaligned

AC
16
HP
184
Speed
20
CR
8

Every lock-keeper oils the gates and checks the chambers, and every lock-keeper fears the one gate that grew teeth. A lockmaw sits folded into the lock wall like timber and iron, waiting for the chamber to fill with something worth drowning.


Armor Class 16 (iron-banded gate timbers)

Hit Points 184 (16d12 + 80)

Speed 20 ft., swim 30 ft.


STR
19 (+4)
DEX
10 (+0)
CON
20 (+5)
INT
5 (-3)
WIS
13 (+1)
CHA
7 (-2)

Saving Throws Con +8, Str +7

Skills Stealth +3

Senses darkvision 60 ft., passive Perception 11

Languages —

Challenge 8


Traits

False Lockwork. While the lockmaw remains motionless against a lock wall, dam face, or water-gate, it is indistinguishable from ordinary lock timbers and ironwork.

Amphibious. The lockmaw can breathe air and water.

Actions

Multiattack. The lockmaw makes two crush attacks.

Crush. Melee Attack Roll: +7, reach 10 ft. Hit: 26 (5d8 + 4) Bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Drown Chamber (Recharge 5–6). The lockmaw folds its gate-plates around one Large or smaller creature it can see within 10 feet of it. The target must succeed on a DC 15 Strength saving throw or be pulled inside the flooded chamber and restrained (escape DC 15). A creature inside takes 18 (4d8) Bludgeoning damage at the start of each of its turns and cannot breathe. The chamber holds only one creature at a time.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022