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Crusher

Challenge
str
20
dex
8
con
20
int
1
wis
6
cha
1

AC 20 (natural armor), 14 while prone

HP 115 (11d10 + 55; bloodied 57)

Speed 20 ft.


Proficiency +4; Maneuver DC 17

Skills Perception +2 

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses blindsight 60 ft. (blind beyond that range), passive Perception 12

Languages


Clockwork Nature. A clockwork doesn't require air, nourishment, or rest, and is immune to disease.

Immutable Form. The clockwork is immune to any effect that would alter its form.


ACTIONS

Crush. The crusher moves up to its Speed in a straight line. While doing so, it can attempt to enter Large or smaller creatures’ spaces. Whenever the crusher attempts to enter a creature’s space, the creature makes a DC 17 Dexterity or Strength saving throw (the creature’s choice). If the creature succeeds at a Strength saving throw, the crusher’s movement ends for the turn. If the creature succeeds at a Dexterity saving throw, the creature may use its reaction, if available, to move up to half its Speed without provoking opportunity attacks. The first time on the crusher’s turn that it enters a creature’s space, the creature is knocked prone and takes 50 (10d8 + 5) bludgeoning damage. A creature is prone while in the crusher’s space.

Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. If the crusher moves at least 20 feet straight towards the target before the attack, the attack deals an extra 18 (4d8) bludgeoning damage.


BONUS ACTIONS

Overclock (Recharge 5–6). The crusher takes the Dash action.

Combat

The crusher moves straight towards the closest creature not authorized to be in its area, crushes it, and then moves towards the next creature, using Overclock if available. It repeats the process until no living unauthorized creatures remain. The crusher uses its ram attack to knock down obstacles.


Legends and Lore

With an Engineering or History check, characters can learn the following:

DC 15 Engineers and artificers can build metal spiders, suits of armor, and larger constructs out of nothing but gears and springs.

DC 20 Clockworks are not magical and don’t think or learn. Given the same situation, they will always act the same way.

Description

Heralded by many sages as a pinnacle of engineering, the crusher is a wheeled, cube-like contraption that rolls a massive stone cylinder in front of it. Stories of explorers being crushed beneath its cylinder are not exaggerations, however, and only the bravest or best-equipped adventurers can face off against one of these constructs.

Behavior

1 Patrolling: attacks intruders on sight

2 Stationary: attacks if intruders take certain forbidden actions 

3 Malfunctioning: emitting sparks as it walks in a circle or performs some useless activity. Attacks if interacted with

4 Follows a list of preprogrammed instructions

Signs

1 Ruts worn into stone floors

2 Distant clanks, clicks, and hisses

3 Workbenches containing artisan tools, gears, springs, and the like

4 Inert and half-assembled engineering projects

Encounters

Clockworks guard palaces, fortresses, and ancient tombs.

CR 0–2 bolt-thrower ; 1d4 gear spiders

CR 3–4 clockwork sentinel ; 2 bolt-throwers ; bolt-thrower with animated armor

CR 5–10 crusher ; clockwork sentinel with 1 to 3 bolt-throwers

Monster Type Description

Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.