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Crusher A5E

CR 10 construct

Large construct, chaotic evil


Armor Class
20
Hit Points
115 (11d10+55)
Speed
20 ft.

STR20 (+5)
DEX8 (-1)
CON20 (+5)
INT1 (-5)
WIS6 (-2)
CHA1 (-5)

Saving Throws
Skills
Perception +2
Damage Immunities
poison, psychic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
blindsight 60 ft., passive Perception 12
Languages
—
Challenge
10 (5,900 XP) · Proficiency Bonus +4

Clockwork Nature.

A clockwork doesnt require air, nourishment, or rest, and is immune to disease.

Immutable Form.

The clockwork is immune to any effect that would alter its form.

Actions

Crush.

The crusher moves up to its Speed in a straight line. While doing so it can attempt to enter Large or smaller creatures spaces. Whenever the crusher attempts to enter a creatures space the creature makes a DC 17 Dexterity or Strength saving throw (the creatures choice). If the creature succeeds at a Strength saving throw the crushers movement ends for the turn. If the creature succeeds at a Dexterity saving throw the creature may use its reaction if available to move up to half its Speed without provoking opportunity attacks. The first time on the crushers turn that it enters a creatures space the creature is knocked prone and takes 50 (10d8 + 5) bludgeoning damage. A creature is prone while in the crushers space.

Ram.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. If the crusher moves at least 20 feet straight towards the target before the attack the attack deals an extra 18 (4d8) bludgeoning damage.

Bonus Actions

Overclock (Recharge 5–6).

The crusher takes the Dash action.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details