Large Construct, Lawful Evil
Armor Class 20 Plate Armor
Hit Points 210 (26d8 + 93)
Speed 30 ft.
STR
22 (+6)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +10, CON +9, CHA +6
Damage Resistances Necrotic, Psychic
Damage Immunities Poison, Slashing
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 60 feet, Passive Perception 14
Languages Only languages it knew in life
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Darkness Rise. Any creature that starts its turn within 10 feet of the Juggernaut must succeed a DC 16 Constitution saving throw or take 2d6 necrotic damage, or half on a successful save. 

Undying Revenant. If the Juggernaut falls to 0 hit-points, its soul leaves the armor and begins to roam the plane. If it manages to find a corpse of a creature which died within the last 24 hours, it will tear the creature's soul from wherever it may be at the moment (even if it is in a different plane) and will consume its energy in order to regain the ability to inhabit the armor again. A creature who has its soul consumed this way may not be resurrected while the Juggernaut inhabits the armor. However, a creature whose soul the Juggernaut previously consumed may be resurrected while the Juggernaut is still attempting to find a corpse. 

Turn Immunity. The Juggernaut is immune to effects that turn undead.

Actions

Multi-attack. The Juggernaut makes one obliterate attack and one death's grasp attack.

Obliterate. The Juggernaut chooses a 10 foot by 15 foot area in front of it and slams its mace into the ground. Creatures must succeed a DC 17 Dexterity saving throw or take 4d6+10 bludgeoning damage or half on a successful save. If only one creature is within the range, it will instead take 6d6+10 bludgeoning damage or half on a successful save. 

Death's Grasp. The Juggernaut chooses a 10 foot by 15 foot area in front of it. Creatures in this area must succeed on a DC 18 Strength saving throw or be pulled 10 feet towards the Juggernaut. If a creature who fails the saving throw ends in the radius of Darkness Rise, it must roll the save for it. 

Realm of Death (1/day). The Juggernaut chooses a creature it can see within 60 feet of it. The creature must succeed a DC 18 Charisma saving throw or both the creature and the Juggernaut are sent to an alternate plane for a minute. The creature can re-roll this save at the start of its turns to escape the plane. This plane measures as a 45x45x30 foot cube. While in this plane, the creature loses 2 points in every stat, while the Juggernaut gains 2. If a creature is killed in this realm, the creature's body falls into pieces and is forcefully expelled from the plane. the Juggernaut keeps the stats unless the creature is resurrected. In addition, if a creature attempts to use a magic item in this plane they must succeed a DC 14 Charisma saving throw or take 2d6 psychic damage.

If either creature falls to 0 hit-points or the Juggernaut uses a reaction to end the effect, both the creature and the Juggernaut are expelled from the realm and the creature must succeed a DC 16 Constitution saving throw or take 2d6 necrotic damage or half on a successful save. 

Other creatures can sense the location of both the Juggernaut and the creature while they are in this realm, but cannot interact with them through any means while they are in the realm (including magical communication or any effects). Any magical effects such as protection spells or buffs are immediately severed when the creature enters the realm. 

Bonus Actions

 

 
Reactions

Indestructible. The Juggernaut passively stores 1/4th of the damage it takes over the last minute. As a reaction, it may convert that damage into temporary hit-points. This lasts until its next turn, at which point it loses any temporary hit-points it gained this way and can choose to consume the remaining temporary hit-points to heal for half of the remaining temporary hit-points. 

 

Legendary Actions

The 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 Juggernaut regains spent legendary actions at the start of its turn. 

Legendary Resistance (Costs 1 Action). It if fails to succeed on a saving throw, it may choose to succeed instead. 

Mace (Costs 1 Action). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) [bludgeoning] damage.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

An Armored Revenant Juggernaut is a revenant who has forgotten who its killer was. In its anger and desperation, it roams the land, destroying all it sees, consuming the power of those it kills. It clings to a blind hope: If it can drive all of creation into a final, apocalyptic battle--where everything, everything else is destroyed--then maybe it may too cease to exist. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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