Small
Construct
CR 1/4
Neutral
Tickbite
Clockwork Key-Thief
A small brass rodent of ticking gears and glassy optic, the Tickbite skitters with uncanny silence and a single-minded hunger for keys. It slips into pockets, slips through keyholes, and vanishes before startled hands finish reaching for it. What makes it memorable is the tiny, hooklike arm that unfolds from its ribcage — a delicate tool designed only to prize, pluck, and pocket metal tokens of trust.
Armour
13
natural armor (brass shell)
Hit points
18
4d6+4
Speed
30ft
30 ft., climb 20 ft.
Challenge
1/4
50 XP
STR
6
-2
DEX
15
+2
CON
12
+1
INT
3
-4
WIS
10
+0
CHA
6
-2
Saving throws
DEX +4
Skills
Stealth +4, Sleight of Hand +4
Damage immunities
poison
Condition immunities
poisoned, exhaustion
Senses
darkvision 30 ft., passive Perception 10
Languages
understands Common but can't speak
Multiattack. The Tickbite makes two attacks: one Bite and one Snatch.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) piercing damage.
Snatch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage, and the Tickbite attempts to take one unattended small metal object (such as a key) or a small object held by the target. If the object is unattended, the Tickbite automatically takes it. If the target holds the item, the target must succeed on a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice) contested by the Tickbite's Sleight of Hand (+4) or the item is pulled free and taken by the Tickbite.
Picklock (Recharge 5-6). The Tickbite uses its manipulator to work a lock as an action. It makes a Dexterity check using its Sleight of Hand (+4). On a success against a lock with a DC of 12 or lower, the lock opens. Against a stronger lock, the Tickbite has disadvantage unless it has observed the lock being opened before, in which case it makes the check normally.
Snapback. When a creature within 5 feet attempts to grab the Tickbite, the Tickbite may use its reaction to make one Bite attack against that creature.
Tickbites are common curiosities among urban tinkerers and thieves' guilds: cheap, reliable clockwork constructs sold as household pests that 'retrieve' lost keys. They originated in the workshops of a reclusive mechanist known only as Korbin Fallow, who crafted them as tools for his locksmith apprentices. Over time, unscrupulous fence networks and guilds repurposed the design as automatic pickpockets. Rumor holds that a small stash of original Fallow models can still be found in the soot-dark vaults beneath the tradequarter of Halvurn. Adventurers encounter Tickbites most often where locks, keys, and secrets congregate: magistrates' offices, temple vestries, and caravan wagons. The Guild of Quiet Hands keeps a careful list of known Tickbite patterns and occasionally deploys them as distractions in larger heists. Scholars such as Archivist Merek of the Halvurn Academy debate whether later Tickbites inherit any semblance of 'memory' from their owners; some scribes claim a Tickbite returned a stolen reliquary key to a priest after a year, though such tales remain unverified.
About the size of a real house mouse but with exaggerated mechanical joints: a domed brass carapace with fine engraved lines, a small glass lens set like an eye, and exposed pinions that click in a steady rhythm. Its snout is a tapered steel nozzle, and from beneath segmented flank-plates a slender, articulated manipulator arm folds — no thicker than a fingernail but tipped with a hook and tiny nippers. The tail is a coiled spring ending in a magnetized claw. Rivet heads form the 'shoulders' and tiny oil stains collect where gears meet; patches of soot and repair solder show a history of field fixes. Scale: stands roughly as tall as a human hand's width, able to slip through a standard keyhole or under a door by angling its body.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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