18 (natural armor)
105 (14d8 + 42)
30 ft.
wis +7, dex +8
stealth +8, acrobatics +8, perception +7
poison
exhaustion, poisoned
Common
7
+3
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.
Crunch makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
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.
Crunch moves up to its speed without provoking opportunity attacks.