Straw Juggernaut (5e Creature)

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Straw Juggernaut[edit]

Large construct, chaotic neutral


Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 19 (+4) 6 (-2) 6 (-2) 8 (-1)

Saving Throws Con +6, Cha +1
Damage Vulnerabilities fire
Damage Resistances cold
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages understands Common but can't speak
Challenge 3 (700 XP)


Antimagic Susceptibility. The straw juggernaut is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the straw juggernaut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the straw juggernaut remains motionless, it is indistinguishable from a normal bale of hay.

ACTIONS

Multiattack. The straw juggernaut makes two crush attacks.

Crush. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The straw juggernaut has two hands, each of which can grapple only one target.


Through war, many lives are needlessly lost, especially those of the working class. Farmers take up many of these casualties, leaving empty fields of crops and scarecrows. These spirits are anything but peaceful.
Over time, as the fields are soiled, the spirits begin to conglomerate and haunt the still protectors of these fields. As they consume other scarecrows and crops, the straw juggernaut is born.
They are frustrated, more than anything. With the collective anger at several lives cut short, they lash out at whatever they find. This isn't to say they can't be reasoned with.


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