b'Bloody Avenue \n'b'  Huge   construct ,  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  184 (16d12 + 80)  Speed  40 ft.\n'b' STATS STR: 23 (+6) DEX:  8 (\xe2\x80\x931)  CON:  20 (+5)  INT:  5 (\xe2\x80\x933)  WIS:  12 (+1)  CHA:  5 (\xe2\x80\x933)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +5  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  prone ,  unconscious   Senses   darkvision  60 ft., tremorsense 60 ft., passive  Perception  15  Languages  understands one language but can\xe2\x80\x99t speak  Challenge  10 (5,900 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Disguised Appearance . While the bloody avenue remains motionless, it is indistinguishable from a normal roadway. Other creatures can occupy the avenue\xe2\x80\x99s space while it remains motionless. A creature who uses an action to examine the roadway and succeeds on a DC 15  Intelligence  ( Arcana  or  Investigation ) check spots the blood-tinged mortar with bits of bone and tiny runes on the cobbles, which can give the nature of the avenue away. \n'b'  Mire . The ground within 40 feet of the bloody avenue is  difficult terrain  for creatures of the avenue\xe2\x80\x99s choice. Such a creature that enters that area for the first time on a turn or starts its turn there must succeed on a DC 17  Strength  saving throw or become  grappled  by the ground (escape DC 17). A creature that fails by 5 or more is  restrained  while  grappled  in this way. \n'b'  Rise . On the bloody avenue\xe2\x80\x99s first turn, as it acts, it takes a serpentine form. When it does, each other creature in its space must make a DC 18  Dexterity  saving throw. On a failure, the creature is pushed to an unoccupied space within 5 feet of the avenue and knocked  prone . If the save succeeds, the creature can choose the space it is pushed into and doesn\xe2\x80\x99t fall  prone . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The bloody avenue makes two attacks. \n'b'  Slam .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 28 (4d10 + 6) bludgeoning damage. \n'b'  Hurl Rubble .  Ranged Weapon Attack : +10 to hit, range 60 ft./120 ft., one target.  Hit : 24 (4d8 + 6) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Alarum (Recharges after a Short or Long Rest) . When trigger conditions are met, such as specific, identifiable creatures arriving on or near the bloody avenue, the avenue can alert another creature within 1 mile. That creature receives a telepathic image of the reason the avenue sent the alert. \n'b'\n'b' ABOUT \n'b'  Grisly Masonry . The lengths to which evil dictators go to maintain power beggars the imagination. Wicked minions, obedient thralls, and greedy mercenaries are all tools to hold sway over a population. One of the most horrifying and imaginative instruments, however, is the bloody avenue. \n'b' Arcanists mix the blood and bones of slain foes with the masonry of city streets, making them weapons of subjugation. The ritual connects the senses of the bloody avenue to other servants of the city\xe2\x80\x99s overlord. Using this bond, bloody avenues deliver information to other agents in the city. \n'b'  Stone and Bone . When a bloody avenue attacks, dirt, stone, and bone coalesce into a malleable snakelike form. It can mire anyone standing on it when it activates, and it can slam nearby enemies or hurl rubble at them. \n'b'\n'b'  DC 15  Intelligence  ( History ) : Rulers with few scruples and access to powerful arcane rituals have turned streets into guardian constructs. The telltale signs of this ritual are blood and bone in the masonry and tiny runes on the cobbles. \n'b'  DC 20  Intelligence  ( Arcana ) : A bloody avenue is hard to escape\xe2\x80\x94it mires those around it in rubble. It can also alert other beings, such as the city watch.'