Huge Aberration, Unaligned
Armor Class 22 natural armor
Hit Points 203 (14d12 + 112)
Speed 40 ft., climb 20 ft.
STR
26 (+8)
DEX
18 (+4)
CON
26 (+8)
INT
7 (-2)
WIS
7 (-2)
CHA
9 (-1)
Saving Throws STR +14, CON +14
Skills Perception +4, Stealth +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 14
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Acidic Blood. When the crusher takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the crusher takes 17 (5d6) acid damage.

Biomechanical Camouflage. The crusher has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the crusher falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The crusher can't use its blindsight while deafened.

Heat Dampening. The crusher cannot be seen or detected by thermal sight.

Magic Resistance. The crusher has advantage on saving throws against spells and other magical effects.

Siege Monster. The crusher deals double damage to objects and structures.

Unusual Nature. The crusher doesn't require air, food, drink, or sleep.

 

Actions

Multiattack. The crusher makes on ram attack, one Claw attack, and one Tail attack.

Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and the target is grappled (escape DC 18) if it is Medium or smaller. While the target is grappled, the crusher can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three time, instead of twice.

Ram. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage. If the crusher moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 19 (3d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) piercing or slashing damage (crusher's choice).

Call The Guard (1/Day). The crusher looses a rumbling roar calling 2 Xenomorph Warriors or 3 Xenomorph Runners to its aid. The called creatures arrive in 1d4 rounds, acting as allies of the crusher and obeying its hissed commands. The xenomorphs remain for 1 hour or until the crusher dismisses them as a bonus action.

Bonus Actions

Aggressive. The crusher moves up to its speed toward a hostile creature it can see.

Description

Charger (Crusher). Also called the Crusher, the Charger is the Xenomorph equivalent of a tank. After being force-fed Royal Jelly and raw metals by the Queen’s workers for weeks, a bloated Sentry will cocoon itself in resin and undergo a massive transformation. Its quadrupedal stance is bulked up and its head grows a massive, armored chitinous crest similar to a Queen’s. Chargers grow to stand between 6 to 10 feet tall at the shoulder. Heavy defensive protectors of the hive, the Crusher will charge an enemy like a rabid rhino, trampling personnel and plowing through even lightly armored vehicles. Essentially the Runner variant of the Praetorian, the Charger’s mobility is limited in that it cannot climb or jump very well. Luckily, they are relatively rare and only appear in long established hives.

Monster Tags: monstrosityaberration

Brancifur

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