18 (plate)
37 (5d8 + 15)
25 ft.
Athletics +7
poison
darkvision 60 ft.
Common, Dwarvish, Undercommon
3
A melee weapon deals one extra die of its damage when the crasher hits with it (included in the attack).
The dwarf has advantage on saving throws against poison, and resistance to poison damage.
The crasher makes two unarmed attacks or one battering ram or crossbow attack.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and target is pushed 10 ft.
Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Until the start of the dwarf's next turn, attack rolls against the dwarf have disadvantage, it has advantage on opportunity attack rolls, and its opportunity attacks deal an extra 7 (2d6) bludgeoning damage. Also, each enemy that tries to move out of the dwarf's reach without teleporting must succeed on a DC 13 Strength saving throw or have its speed reduced to 0 until the start of the dwarf's next turn.