20 (19 while motionless)
150
100 ft.
fire, poison, psychic
blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
150 (damage threshold 10, mishap threshold 20)
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.
The Scavenger's weapon attacks are magical.
If the Scavenger rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Drive and steer the Scavenger.
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.
Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.