Crusher
Large Construct
Armor Class 20
Hit Points 115 (11d10+55)
Speed walk +20
Challenge 10
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