THE SHARED REFERENCE Adventurer

Monster

Crunch

Outside your table’s allowed sources

Official reference · VEoR · 2014

Creature type
Construct
Size
Medium
Armor class
18 (natural armor)
Hit points
105 (14d8 + 42)
Speed
Walk 30 ft.
Challenge rating
7
Alignment
Lawful Evil
Strength
14
Dexterity
20
Constitution
16
Intelligence
10
Wisdom
19
Charisma
10
Passive Perception
17
Saving Throws
dex: +8; wis: +7
Skills
acrobatics: +8; perception: +7; stealth: +8
Languages
Common
Resistances
poison
Condition Immunities
exhaustion, poisoned

Traits

Pack Tactics

Crunch has advantage on an attack roll against a creature if at least one of Crunch's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.

Actions

Multiattack

Crunch makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.

Armblade

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Bolt Launcher

Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Snare Trap (1/Day)

Crunch deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) piercing damage and have the prone condition. A creature makes this saving throw only once per turn.

Bonus actions

Dash

Crunch moves up to its speed without provoking opportunity attacks.

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