Tomb Tapper

Huge construct, Lawful Neutral

Armor Class

17 (natural armor)

Hit Points

207 (18d12+90)

Speed

walk 30 ft., burrow 10 ft.

Skills

Perception +6

Damage Resistances

lightning

Damage Immunities

cold, fire

Condition Immunities

charmed, frightened

Senses

blindsight 240 ft. (blind beyond this radius)

Languages

understands Common and Undercommon but doesn't speak, telepathy 60 ft.

Challenge

10

Petrified Death

A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it's wearing or carrying is not transformed.

Sense Magic

The tomb tapper senses magic within 30 feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.

Tunneler

The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel in its wake.

Unusual Nature

The tomb tapper doesn't require air or sleep.

Actions

Multiattack

The tomb tapper makes two melee attacks with its sledgehammer or with its claws. If it hits the same creature with both claws, it can pull that creature within 5 feet of its mouth and make a bite attack against it.

Bite

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) slashing damage.

Claw

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Sledgehammer

Melee or Ranged Weapon Attack: +10 to hit, reach 15 ft. or range 30/120 ft., one target. Hit: 27 (6d6 + 6) bludgeoning or force damage (tomb tapper's choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper's feet if it doesn't have a hand free to catch the weapon.