Heavyweight. Any creature within 5ft of a juggernaut when it dashes, uses it's slam attack, or at the end of the lunge attack must make a DC 13 dexterity check or be thrown back 5ft and be knocked prone.
Crystalised arms. The juggernaut cannot use their hands.
Elemental crystals (blaze, snow, corroding, shocked and song crystal only). The juggernaut's melee attacks are magical. Depending on the type of crystal used for the arms, the juggernaut's attacks do 1d6 damage of an elemental damage type specific to the type of crystal (blaze crystals do fire damage, snow crystals do cold, corroding crystals do acid, shocked crystals do lightning and song crystals do thunder). This damage is dealt on top of damage from the slam attack and lunge attack(dealing 2d6 extra if the target fails the dex save), but also dealt to creatures that fail the save of the heavyweight trait.
Multiattack. The juggernaut makes 2 slam attacks
Slam. Melee weapon attack: +5 to hit, reach 10ft., one creature. Hit: 8 (1d10+3) bludgeoning damage. A miss still invokes the heavyweight trait.
Lunge. The juggernaut uses its movement and action to jump its full speed in any direction and force every creature along the path to succeed a DC 14 dexterity saving throw or suffer 2d10 bludgeoning damage and be pushed along with the movement of the juggernaut. On a success, they take half damage and arent pushed. At the end of the jump, or if the juggernaut hits a wall, it invokes the heavyweight trait.
Description
A juggernaut has been bequeathed with arms made of a powerful crystal. these crystals are longer, and much heavier than the original arms, so many juggernuats walk on all-fours. whether given as a powerful gift or a powerful curse, it is nontheless... powerful.
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