Trample. When a deepwalker moves during its turn, each creature whose space it passes through must make a dexterity saving throw with DC 14. Any creature that fails the save is knocked prone and takes 1d10+4 bludgeoning damage. A creature cannot be Trampled more than once per turn. Weak Spot. When a deepwalker is critically hit, it takes half of its remaining hit points as damage, unless the damage rolled is higher.
Smash. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the deepwalker can push the target 5 feet away if the target is Huge or smaller. Pinch. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit: 10 (1d10 + 4) slashing damage, and the target is grappled. Beatdown. The deepwalker chooses up to one creature that is either prone or restrained within 5 ft. of it and focuses on it, immediately smashing it twice. Until the start of the deepwalker's next turn, the target has advantage on all attacks it makes against the deepwalker.