Lockmaw
Huge monstrosity, unaligned
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 Weapon Attack: +7 to hit, reach 10 ft., one target. 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.





