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Lockwitch

Medium fey, neutral evil

AC
13
HP
104
Speed
30
CR
3

Every lock on the reach has its keeper, and every keeper its price in politeness. The lockwitch minds her gates with a boat hook and a sweet voice, raising the water for the courteous and closing it over the rude.


Armor Class 13 (oilskin wraps)

Hit Points 104 (16d8 + 32)

Speed 30 ft., swim 20 ft.


STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)

Saving Throws Cha +5

Skills Deception +5, Perception +4

Senses darkvision 60 ft., passive Perception 14

Languages Common, Sylvan

Challenge 3


Traits

Gate Control. As a bonus action, the lockwitch raises or lowers water within 30 feet. Until the start of her next turn, that area is difficult terrain for creatures of her choice, and she can push one creature 10 feet (no save if willing, otherwise a DC 13 Charisma saving throw negates the push).

Actions

Multiattack. The lockwitch makes two iron key attacks.

Iron Key. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Bludgeoning damage.

Drowning Charm (Recharge 5–6). One creature within 30 feet must succeed on a DC 13 Charisma saving throw or be charmed for 1 minute. While charmed, it walks toward the nearest deep water by the safest route and cannot hold its breath to dive.

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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