Undead Fortitude. If damage reduces the Abominable Juggernaut to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Legendary Resistance (3/Day). If the Abominable Juggernaut fails a saving throw, it can choose to succeed instead.
Frightful Presence. Each creature of Abominable Juggernaut's choice that is within 120 feet of the Abominable Juggernaut and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Abominable Juggernaut’s Frightful Presence for the next 24 hours.
Multiattack. The Abominable Juggernaut makes four melee attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage.
Hook. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage. On a successful hit, the target must make a Strength(Athletics) or Dexterity(Acrobatics) check DC 20 or be grappled. Medium or smaller creatures have disadvantage on this check. Grappling more than two (2) creaturesthis way will free creatures from the Abominable Juggernaut's grapple, starting from the first creature grappled.
Undying Sentinel. The Abominable Juggernaut may make two (2) additional opportunity attacks with its hooks.
The Abominable Juggernaut can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Abominable Juggernaut regains spent legendary actions at the start of its turn.
Detect. The Abominable Juggernaut makes a Wisdom (Perception) check.
Attack. The Abominable Juggernaut can make one Melee attack.
Wing attack (cost 2 actions) The Abominable Juggernaut beats its wings. Each creature within 15 feet of the Abominable Juggernaut must succeed on a DC19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The Abominable Juggernaut can then fly up to half its flying speed.
Meat Grinder (cost 2 actions) The Abominable Juggernaut uses its various weaponry and undeniable strength to damage everything around it. All creatures within 15' of the Abominable Juggernaut must make a DC 15 Dexterity save or take 8d6+18 damage and be thrown 20' away from the Abominable Juggernaut, taking half as much damage on a successful save.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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12/29/2020 7:49:48 AM
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26
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1
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1.1
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Coming Soon
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12/29/2020 5:08:43 PM
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83
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0
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1.2
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Coming Soon
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12/29/2020 6:49:50 PM
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57
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0
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--
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Coming Soon
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12/29/2020 6:53:47 PM
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63
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4
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1.3
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Coming Soon
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