Scavenger

Huge vehicle (9,000 lb.), Unaligned

Armor Class

20 (19 while motionless)

Hit Points

150

Speed

100 ft.

Damage Immunities

fire, poison, psychic

Condition Immunities

blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Challenge

Hit Points

150 (damage threshold 10, mishap threshold 20)

Crushing Wheels

The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.

Magic Weapons

The Scavenger's weapon attacks are magical.

Prone Deficiency

If the Scavenger rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.

Actions

Helm (Requires 1 Crew and Grants Three-Quarters Cover)

Drive and steer the Scavenger.

Grappling Claw (Requires 1 Crew and Grants Half Cover)

Melee Weapon Attack: +10 to hit, reach 15 ft., one target. The target is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends.The grappling claw can grapple only one target at a time, and the claw's operator can use a bonus action to make the claw release whatever it's holding.

2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)

Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.