Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 40 ft., Burrow 40 ft.
STR
19 (+4)
DEX
11 (+0)
CON
21 (+5)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
Skills Perception +6
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Paralyzed, Poisoned, Stunned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Standing Leap. The prowler's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.

Deadly Leap. If the prowler jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the prowler's space.

Energy Bore (Recharge 5–6). The prowler emits a beam of white hot energy in a 20-­foot line that is 10 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one.

Habitat: Desert

PredatoryApex

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