Aberrant Body. The void juggernaut is immune to effects that would change its form against its will.
Aberrant Nature. The void juggernaut does not require air, food or drink.
Void Chitin. The void juggernaut has advantage on saving throws against spells and other magical effects.
Regeneration. Unless it took fire or radiant damage after the end of its previous turn, the void juggernaut regains 10 hitpoints at the beginning of its turn.
Multiattack. The void juggernaut makes three claw attacks. Optionally, it may replace one claw attack with a tail attack.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (1d10 + 6) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 10 (2d12 + 6) piercing damage. On hit, the target must succeed a DC 14 Strength Saving throw. On a failed save, the target is grappled (escape DC 14). The void juggernaut may only have one creature grappled this way at a time.
Psychic Shriek (Recharge 5-6). The void juggernaut unleashes a wave of psychic malice in a 30 ft. cone. Creatures within the cone must make a DC 14 Intelligence saving throw. On a failed save, each affected creature's speed is reduced to 0 and it has disadvantage on attack rolls until the end of its next turn.
Get Over Here. The void juggernaut may move a creature it has grappled with its tail 15 ft. closer to it.
No Escape. If a creature within 30 ft. of the void juggernaut attempts to move away from it, the void juggernaut may make a tail attack against that creature.
Description
A predator of the Far Realm, a void juggernaut is a battering ram of chitin and bone. On the material plane, it will fixate on a target and pursue it until the juggernaut is dead or its target is devoured.
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