Large fiend, Neutral Evil
| Armor Class | 16 |
|---|---|
| Hit Points | 168 (16d10 + 80) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 12 (+1) | 20 (+5) | 8 (-1) | 15 (+2) | 16 (+3) |
| Saving Throws | Cha +7, Dex +5, Wis +6 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | charmed; exhaustion; frightened |
| Senses | Darkvision 120 ft., passive Perception 12 |
| Languages | understands all but can't speak |
| Challenge | 12 |
If the juggernaut fails a saving throw, it can choose to succeed instead.
The juggernaut regains 10 Hit Points at the start of each of its turns. If the juggernaut takes Radiant damage or damage from a Critical Hit, this trait doesn't function on the juggernaut's next turn. The juggernaut dies only if it starts its turn with 0 Hit Points and doesn't regenerate.
The juggernaut deals double damage to objects and structures.
The juggernaut makes two attacks, using Executioner's Blade or Crushing Stone in any combination.
Melee Attack Roll: +10, reach 10 ft. Hit: 19 (3d8 + 6) Slashing damage, and the target's Speed is reduced by 10 feet until the end of the juggernaut's next turn.
Ranged Attack Roll: +10, range 60 ft. Hit: 13 (2d6 + 6) Bludgeoning damage, and the target has the Incapacitated condition until the start of the juggernaut's next turn.
The juggernaut moves up to half its Speed, ignoring Difficult Terrain. Each creature in its path is subjected to the following effect. str DC 18. Failure: 7 (2d6) Bludgeoning damage, and the target has the Prone condition. Success or Failure: The juggernaut can't take this action again until the start of its next turn.
dex DC 18, each creature in a 15-foot Cone [Area of Effect]. Failure: 11 (1d10 + 6) Slashing damage, and the target is pulled up to 10 feet straight toward the juggernaut.
Large fiend, Unaligned
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 161 (14d10 + 84) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 12 (+1) | 22 (+6) | 8 (-1) | 15 (+2) | 16 (+3) |
| Saving Throws | Cha +7, Dex +5, Wis +6 |
|---|---|
| Skills | Perception +6, Survival +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | charmed; exhaustion; frightened |
| Senses | darkvision 120 ft., passive Perception 16 |
| Languages | understands all languages but can't speak |
| Challenge | 12 |
If the juggernaut fails a saving throw, it can choose to succeed instead.
The juggernaut regains 20 hit points at the start of its turn. If the juggernaut takes radiant damage, this trait doesn't function at the start of its next turn. The juggernaut dies only if it starts its turn with 0 hit points and doesn't regenerate.
The juggernaut doesn't require air, food, drink, or sleep.
The juggernaut makes two attacks. It can replace one attack with Deadly Shaping if it is ready.
Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and if the target is a creature, its speed is reduced by 10 feet until the start of the juggernaut's next turn.
Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
The juggernaut magically shapes a feature of its surroundings into a deadly implement. A creature the juggernaut can see within 60 feet of it must make a DC 18 Dexterity saving throw. If the saving throw fails, the targeted creature is struck by one of the following (juggernaut's choice):
The target takes 22 (5d8) bludgeoning damage and is incapacitated until the start of the juggernaut's next turn, and the implement vanishes.
The target takes 14 (4d6) slashing damage, and the implement vanishes. At the start of each of its turns, the target takes 10 (3d6) necrotic damage from the wound left by the shrapnel. The wound ends if the target regains any hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom (Medicine) check.
The juggernaut moves up to its speed, ignoring difficult terrain. Any object in its path takes 55 (10d10) bludgeoning damage if it isn't being worn or carried.
The juggernaut recharges Deadly Shaping and uses it.