Crunch

Medium construct (warforged), typically lawful evil

Armor Class

18 (natural armor)

Hit Points

105 (14d8 + 42)

Speed

30 ft.

Saves

wis +7, dex +8

Skills

stealth +8, acrobatics +8, perception +7

Damage Resistances

poison

Condition Immunities

exhaustion, poisoned

Languages

Common

Challenge

7

Proficiency Bonus

+3

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.

Dash (Bonus Action)

Crunch moves up to its speed without provoking opportunity attacks.