Wandering Deathroller

The wandering deathroller crashes into its foes and keeps going, like a hellish tumbleweed scooping them up and grinding them against the ground as it goes. Its body is a sphere of thorns and thick brambles nearly 15 ft. in diameter, with gaps in the foliage just large enough for prey to become entangled. These creatures never stop moving, and from within their rolling shape one can spot a single glowing eye that aids the deathroller in navigating its environment. Despite its enormous size, it can roll up vertical surfaces and even across liquids, allowing them to be found almost anywhere on the material plane. The speeds a deathroller can achieve are staggering, zooming across the landscape in pursuit of desperate prey.


WANDERING DEATHROLLER

Huge plant, unaligned

Armor Class 17 (natural armor)
Hit Points 161 (17d12 + 51)
Speed 80 ft.

STR DEX CON INT WIS CHA
15 (+2) 21 (+5) 16 (+3) 5 (-3) 12 (+1) 5 (-3)

Saving Throws Str +6, Dex +9
Damage Resistances fire, piercing
Damage Immunities psychic, radiant
Condition Immunities blinded, deafened, exhaustion, prone, stunned, unconscious
Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 11
Languages understands Abyssal but can’t speak
Challenge 10 (5,900 XP)


TRAITS

All-Terrain Plant. The deathroller can move up and across vertical surfaces and across liquids without falling during the move. If the deathroller takes falling damage and is grappling one or more creatures, it instead takes no damage and splits the falling damage evenly between creatures it is grappling.
Grind. When the deathroller moves along the ground, it grinds the bodies of those it is grappling into the dirt. Creatures so grappled take 3 (1d6) bludgeoning damage for every 10 feet the deathroller moves in this manner.
Hollow. The deathroller’s body is hollow, and it can move through other creatures and objects smaller than it as though they were difficult terrain. When the deathroller moves into a creature for the first time on a turn or starts its turn within the deathroller's space, it must succeed on a DC 17 Strength saving throw or become grappled by the deathroller. A creature grappled in this manner is also restrained.
Momentum. The deathroller’s speed cannot be reduced to less than 40 feet. If an effect would prevent the deathroller from spending movement, it may instead spend movement.


ACTIONS

Bounce. The deathroller jumps up to 60 feet vertically and horizontally.
Charge. The deathroller takes the Dash action and then moves up to its speed in a straight line. If the deathroller encounters any creatures or objects in its path that would prevent this movement, it may make a single Ram attack against them (no action required).
Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. This attack deals double damage to objects and structures. On a successful hit, the deathroller may spend 10 movement to deal and extra 3 (1d6) damage for every 10 feet of movement spent.


Ref: TPKB1 p81