Large Fiend (Demon), Chaotic Evil
Armor Class 19 Natural armor
Hit Points 126 (11d12 + 55)
Speed 30 ft.
STR
25 (+7)
DEX
13 (+1)
CON
25 (+7)
INT
5 (-3)
WIS
6 (-2)
CHA
4 (-3)
Saving Throws STR +11, CON +11
Skills Athletics +11
Damage Vulnerabilities Radiant
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 8
Languages Abyssal Rarely speaks, uses simple one or two word phrases
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Bile of the Horde. Upon death, the Juggernaut leaves behind a puddle of steaming oil-like bile that smells of a rotting corpse under heat. This bile occupies a 15x15 ft space where the Juggernaut was prior to death. Paladins might have a hard time using Detect Good and Evil with this horrible aroma around, but it is otherwise harmless to PCs. Another Demon within 5 feet of this bile can absorb the bile into it's own body as an action. When a Demon does this, they can be healed up to the Juggernaut's HP Maximum, gain +1 to any stat, attack roll, armor class, or damage modifier, or gain a new physical trait/limb that would grant a new attack (Ex: A tail for a tail attack). Optionally, a Demon may increase in size if it were to absorb enough bile in this way. If the Demon opts for the healing, any remaining points of healing will add to the Demon's HP Maximum. The Demon will have its HP filled to the new Maximum at the start of its next turn.

**Note: If the Juggernaut dies of radiant damage, the demon absorbing its remains must make a DC 17 Constitution Save or take the same amount of damage that killed the Juggernaut, and the benefits are not gained. The absorbing Demon can attempt to absorb the bile again on its next turn.**

Demonic Fortitude. If damage reduces the Juggernaut to 0 hit points, it must make a Constitution saving throw with a DC of half the damage taken, unless the damage is radiant or from a critical hit. On a success, the Juggernaut drops to 1 hit point instead.

Immovable Object. If the Juggernaut is put under the effect of an effect, attack, ability, or spell that would cause it to move and it can see the source, It can choose to not be effected by the movement property of that source. Additionally, all grapple attempts or attempts to break the Juggernauts grapple are rolled with disadvantage. if the creature is a size category equal to or smaller that the Juggernaut. Grapple attempts made by the Juggernaut have a +11 modifier. Finally, the total carry weight capacity of the Juggernaut is 1,500 pounds.

Actions

Call of the Abyss (Recharge 5-6). If the Juggernaut is in an area where demons are commonly present, it lets out a deep guttural howl to draw nearby demons into the fight. Otherwise, the Call has no effect. This action summons 1d4 Bile Variant Demons, or 1d2 Sentries of the Abyss in an unoccupied space within 250 feet of the Juggernaut that is not visible to anyone in the combat encounter.

Multiattack. The juggernaut makes two Crush attacks,  or one Unstoppable Force attack and a grapple attempt.

Unstoppable Force. Range 30 ft., DC 21 Dexterity Saving Throw, Hit:  (1d10 + 7) [bludgeoning] damage. The Juggernaut sprints in the target direction,  running down anything in its path. When the Juggernaut enters the occupied space of a create, that creature must make a DC 21 Dexterity Saving Throw or be knocked prone as well as taking full damage. On a Success, the creature is not knocked prone and takes half damage. When the Juggernaut enters the occupied space of an object, it automatically fails its saving throw. After using this attack, the Juggernaut must spend one turn without moving to recover in order to move, or use this attack, again. This attack has the siege property and does not provoke opportunity attacks.

Crush. Melee Weapon Attack: +11 to hit, 5 ft., 1 target. Hit:  (1d10 + 7) [bludgeoning] damage. The Juggernaut tightens a fist and slams it into a creature within range.

 

Description

To save you time on the visuals, look up "Rainbow 6 Smasher" and look at the images.

These creatures act as frontline infantry for demon armies. Many stories are told about their feats of shear strength and durability among those who know of them. One of the more popular ones is a rogue Juggernaut taking on 10 Chain Devils and killing them all. It seemed to have fallen in the battle multiple times, but its indomitable will to slaughter kept bringing it back from the grasp of death with a raging roar.

In combat, a Juggernaut utilizes its ability to be essentially immovable while being able to throw its enemies around. Literally. It's punches aren't anything special when it comes to speed, but the raw power is enough to drop most adventurers in a few swings. If a Juggernaut successfully grapples you, god help you. At the DM's discretion, a Juggernaut has no problem throwing PCs across the battlefield or slamming them into the ground. Like most lower level demons, Juggernauts have no sense of life preservation and will fight to the death.

DaedricKnight

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