Ravager Spawn (Crawler Form)
Huge monstrosity, neutral
Armor Class
25 (natural armor)
Hit Points
558 (36d12 + 324)
Speed
40 ft., burrow 10 ft.
STR
27 (+8)
DEX
20 (+5)
CON
29 (+9)
INT
5 (-3)
WIS
24 (+7)
CHA
18 (+4)
Damage Resistances
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, frightened, paralyzed, petrified, poisoned
Senses
darkvision 120 ft., tremorsense 60 ft., passive Perception 24
Saving Throws
Dex +12, Con +16
Skills
Perception +14
Languages
--
Challenge
23 (50,000 XP)
Charge. If the Ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the Ravager can make one claw attack against it as a bonus action.
Form-Shifting. The Ravager can physically alter its physiology to take on one of the three listed forms: the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions, though it is not considered incapacitated.
Improved Critical. The Ravager’s bite and claws score a critical hit on a roll of 19 or 20.
Legendary Resistance (3/day). If the Ravager fails a saving throw, it can choose to succeed instead.
Magic Disruption. Every time the Ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as per the dispel magic spell cast using a 5th level spell slot with a +5 spell casting ability modifier.
Magic Weapons. The Ravager’s melee attacks are magical.
Rampage. When the Ravager reduces a creature to 0 hit points with a melee attack on its turn, the Ravager can take a bonus action to move up to half its speed and make a bite attack.
Regeneration. The Ravager regains 10 hit points at the start of its turn. If the Ravager takes damage from an artifact or from a legendary action, this trait doesn’t function at the start of the Ravager’s next turn. The Ravager only dies if it starts its turn at 0 hit points and doesn’t regenerate.
Tunneler. The Ravager can burrow through solid rock at half of its burrowing speed, leaving a 10 foot-wide, 16-foot-high tunnel in its wake.
Vampiric Healing. Whenever the Ravager hits with a melee attack, it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum.
Actions
Multiattack. The Ravager makes one bite and four claw attacks.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29 (6d6 + 8) piercing damage.
Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (8d6 + 8) slashing damage.