Trandoshan T'doshok

Armor Class 17 · Hit Points 144 (17d8 + 68) · Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 | 18 | 19 | 13 | 16 | 13 |
Commando (Trait). As a bonus action, the trandoshan can take the Dash and Hide actions on each of his turns.
Infrared Vision (Trait). The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.
Legendary Resistance (Trait). If the trandoshan fails a saving throw, it can choose to succeed instead.
Mortar Gun (Trait). As a bonus action, the trandoshan can switch the firing mode of his mortar gun between a blaster and a grenade launcher.
Precision Shot (Trait). The trandoshan can roll his next ranged attack with advantage.
Regeneration (Trait). The trandoshan regains 15 hit points at the start of its turn if it has at least 1 hit point.
Sharpshooting Mastery (Trait). The trandoshan's ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn't impose disadvantage on his ranged weapon attack rolls.
Multiattack (Action). The trandoshan makes three claw attacks. Alternatively, it can make two ranged attacks with its mortar gun (blaster form only).
Claw (Action). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) kinetic damage.
Mortar Gun (Action). Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 14 (1d12 + 8) energy damage.
Mortar Gun (Action). Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 13 (1d10 + 8) kinetic damage. Hit or miss, the target and everycreature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) kinetic damage.
Dioxus Grenade (Action). The trandoshan throws a dioxus grenade, choosing a point within 45 ft., exploding in a 15 feet sphere. The fog lasts 1 round and the area is heavily obscured. When a creature enters the poison's area or starts its turn there, that creature must make a DC 17 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned.
Dioxus Escape (Reaction). As a reaction when the trandoshan takes at least 20 damage from a melee attack, it can move up to its speed without provoking opportunity attacks. Additionally, if it's Dioxus Grenade ability is available the trandoshan can choose to drop a grenade where it was before its movement. The dioxus grenade detonates after the trandoshan has completed his movement.
Dioxus Grenade (Legendary). The trandoshan uses its Dioxus Grenade action. If it is unavailable, the trandoshan can roll to try and recharge it, using the grenade upon a successful recharge.
Heavy Fire (Legendary). The trandoshan makes one mortar gun attack.
Move (Legendary). The trandoshan can move up to its speed without provoking opportunity attacks.