12
75 (10d8 + 30)
walk 30 ft., swim 30 ft.
Common
3
+2
Krux's mastery of its weapons enables it to ignore the loading property of any firearm.
On the deck of a ship, Krux has advantage on ability checks and saving throws made against effects that would knock it prone or shove it overboard.
Krux makes two Longsword or Musket attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage.
Krux throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) force damage on a failed save, or half as much damage on a successful one. After Krux throws the grenade, roll a d6; on a roll of 4 or lower, Krux has no more grenades to throw.