Destructive Movement. The mawler moves frighteningly fast and destroys everything in its path.
When the mawler enters a creatures or objects space for the first time on its turn each creature must make a DC 15 Dexterity saveing throw, on a failed save a creature is knocked prone and takes 10(2d6+3) piercing damage and 14(2d8+5) slashing damage or on a successful save it takes half as much damage and is not knocked prone but pushed 5 ft. aside.
Freedom of Movement. The mawler can cast the spell Freedom of Movement at will.
(The target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.)
Rolling Rampage. When the mawler takes the dash action, it can only move in a straight line, only changeing directions by useing its bonus action for a hard turn. When dashing, creatures can be subject to its Destructive Movement for a second time on the same turn. The mawler can only dash when he has used up al of his normal movement.
Impale. When the mawler reduces a medium or smaller creature to 0 Hit Points,it can impale the creature as an action, the creature fails a death save and is now stuck to the outside of the mawler, whenever the mawler moves for the first time on its turn or takes the dash action the impaled creature fails another death saveing throw. When an impaled creature regains any hit points it is considered grappled (escape DC 15).
For every medium creature the mawler has impaled, its speed is reduced by 10 ft. and for every small creature by an aditional 5 ft., this speed reduction can not be lessened in any way.
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