19 (19 while motionless)
200
100 ft.
fire, poison, psychic
blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
200 (damage threshold 10, mishap threshold 20)
The Demon Grinder can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
The Demon Grinder's weapon attacks are magical.
If the Demon Grinder rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Drive and steer the Demon Grinder.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Demon Grinder.Any nonmagical items the target was holding or carrying are destroyed as well.
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 40 (8d8 + 4) bludgeoning damage. Double the damage if the target is an object or a structure.
Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage.