Crusher

Large Construct

Armor Class 20

Hit Points 115 (11d10+55)

Speed walk +20

Challenge 10

STR
20
+5
DEX
8
-1
CON
20
+5
INT
1
-5
WIS
6
-2
CHA
1
-5

Skills perception +2

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses blindsight 60 ft. (blind beyond that range), passive Perception 12

Special Abilities

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: Level Up Advanced 5e Monstrous Menagerie · OGL/Open