Sources
CR
Type
Size
Alignment
Movement

Rack

Medium Construct (warforged), Lawful Evil

Armor Class 18 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
14
+2
DEX
20
+5
CON
16
+3
INT
10
+0
WIS
19
+4
CHA
10
+0
Saving Throws DEX +8, WIS +7
Skills Acrobatics +8, Perception +7, Stealth +8
Damage Resistances poison
Condition Immunities Exhaustion, Poisoned
Senses passive Perception 17
Languages Common
Challenge 7 (2,900 XP)

Traits

Pack Tactics. Crunch has advantage on an attack roll against a creature if at least one of the scout's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.

Actions

Multiattack. Crunch makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.

Armblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:12 (2d6 + 5) slashing damage.

Bolt Launcher. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit:9 (1d8 + 5) piercing damage.

Snare Trap (1/Day). Crunch deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) piercing damage and have the prone condition. A creature makes this saving throw only once per turn.

Bonus Actions

Dash. Crunch moves up to its speed without provoking opportunity attacks.