Large construct, Unaligned
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 157 (15d10 + 75) |
| Speed | 50 ft. (in one direction chosen at the start of its turn) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 15 (+2) | 14 (+2) | 14 (+2) | 16 (+3) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison; bludgeoning, piercing, slashing from nonmagical attacks not made with adamantine weapons |
| Condition Immunities | blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; prone |
| Senses | blindsight 120 ft., passive Perception 10 |
| Languages | — |
| Challenge | 12 |
The juggernaut can move through the space of a prone creature. A creature whose space the juggernaut enters for the first time on a turn must make a DC 17 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
The juggernaut is immune to any spell or effect that would alter its form.
As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and doesn't regenerate if it drops to 0 hit points.
The juggernaut deals double damage to objects and structures.
Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.