21 (19 while motionless)
60
100 ft.
fire, poison, psychic
blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
60 (damage threshold 10, mishap threshold 20)
The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone.If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage.This trait can't be used against a particular creature more than once each turn.
If the Tormentor rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
The Tormentor's weapon attacks are magical.
When the Tormentor moves within 5 feet of a creature that isn't prone or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 (2d10 + 2) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a DC 13 Dexterity saving throw.A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw.
Drive and steer the Tormentor
Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d8 + 2) piercing damage.