Juggernaut of Khorne (5e Creature)
Juggernaut of Khorne[edit]
Large fiend (demon), chaotic evil Armor Class 18 (natural armor)
Saving Throws Str +10, Con +9 Magic Weapons. The juggernaut's weapon attacks are magical. Trampling Charge. If the juggernaut moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the juggernaut can make one attack with its hooves against it as a bonus action. ACTIONSMultiattack. The juggernaut makes two melee attacks, one with its gore and one with its hooves. Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage. Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. Steam Breath (Recharge 5-6). The juggernaut exhales a 30-foot cone of hot steam. Each creature in that area must succeed on a DC 17 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.
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Massive daemonic beasts of brass and iron, juggernauts are nigh-unstoppable brutes covered in metal plates. They crush foes beneath their brazen hooves and can shrug off direct blows from all but the strongest of weapons. In combat, the juggernaut charges headlong into the fray, lashing out with its iron horns. Bulky and slow, juggernauts use their size and strength to smash into enemy formations, send foes flying with a toss of their huge horns, and flatten entire ranks of mortal soldiers with ease. Stinging return fire bounces without effect from their armoured flanks, such pinpricks serving only to antagonize the already-belligerent nature of these rampaging beasts. |
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