Large Humanoid (Warforged), Neutral Evil
AC 20 (Natural Armor)    Initiative +0 (10)
HP 195 (17d10 + 102)
Speed 30 ft.
Mod Save
STR 22 +6 +10
DEX 10 +0 +0
CON 22 +6 +10
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 10 +0 +0
Skills Athletics +10, Intimidation +4
Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Frightened, Poisoned
Senses Passive Perception 11
Languages Abyssal Understands, Common
CR 12 (XP 8,400; PB +4)
Traits

Living Siege Engine. The juggernaut deals double damage to objects and structures.

Juggernaut Charge. If the juggernaut moves at least 20 feet straight toward a creature and then hits it with a Slam attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone and pushed 10 feet away.

Unstoppable Force. The juggernaut cannot be slowed by difficult terrain and has advantage on saving throws against being grappled or restrained.

Actions

Multiattack. The juggernaut makes three Maul attacks or two Slam attacks.

Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Reactions

Interceptor Shield. When a creature within 5 feet of the juggernaut is hit by an attack, the juggernaut can use its reaction to reduce the damage the creature takes by 15 (1d10 + 10). The juggernaut must be able to see the attacker.

Legendary Actions

Legendary Resistance (1/Day). If the juggernaut fails a saving throw, it can choose to succeed instead.

Previous Versions

Name Date Modified Views Adds Version Actions
3/24/2026 12:16:22 AM
5
0
1
Coming Soon
AnnatarsGift

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