Warforged Resilience. The Juggernaut Abomination has advantage on saving throws against being poisoned, is immune to disease, and magic can’t put him to sleep.
Chaaaarge. The Juggernaut Abomination always tries to charge it's nearest enemy. It always moves it's full distance and is only stopped by hitting walls or the pillars of the cave laboratory. If the Juggernaut Abomination has moved at least 10 feet straight towards a target and then hits it with a Flaming Fist attack on the same turn, the target takes an extra 3 (1d6) piercing damage from it's armor spikes. If the target is a creature, it must also succeed on a DC 13 Strength saving throw or be pushed 10 feet away and knocked prone.
Unstoppable Force. Any creature that makes an opportunity attack against the Juggernaut Abomination has disadvantage on the attack roll.
Lightning Absorption. Whenever the Abomination is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Flaming Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 4) bludgeoning damage.
Description
This monstrous creation is analogous to a flesh golem, save that it's body is crafted from parts of warforged. It's animating force is formed from fragments of the tormented souls of the victims Copper has killed. Copper intended this creature to be the first being of a new, improved race of warforged. Unfortunately, while his skills at creating the body were great, he was unable to give the construct true life.
Once the party has dealt with Copper, the Juggernaut Abomination rises from the creation table.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the DM rolls a d6 to determine a random effect that occurs in the laboratory lair of the Juggernaut Abomination:
- 1-2
- Arcs of electricity eminating from the three large cracked dragonshard crystals pulse through the laboratory, randomly hitting a creature. The target must make a DC 12 Constitution saving throw, taking 4 (1d8) electricity damage on a failed save, or half as much damage on a successful one.
- 3-4:
- A tremor shakes the lair. The Juggernaut Abomination must have damaged the rock cave itself! Any creature other than the Juggernaut Abomination on the ground in the laboratory must succeed on a DC 10 Dexterity saving throw or be knocked prone.
- 5-6:
- Foul smelling fog form a cloud in a 20-foot-radius sphere centered on one of the alchemy tables. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round.
Previous Versions
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2/12/2020 3:24:11 PM
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Coming Soon
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