Trap-Jaw Juggernaut (5e Creature)
Trap-Jaw Juggernaut[edit]
Huge construct, unaligned Armor Class 22 (natural armor)
Saving Throws Str +19, Dex +11, Con +19, Wis +9 Immutable Form. The juggernaut is immune to any spell or effect that would alter its form. Siege Monster. The juggernaut deals double damage to objects and structures. ACTIONSMultiattack. The juggernaut makes two attacks: one with its bite and one with its slam. It can then use its Trap Deployment. Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the juggernaut can't bite another target. Slam. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. Hit or Miss: Each creature within 30 feet of the juggernaut must succeed on a DC 22 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone. Trap Deployment. The juggernaut deploys one of the following mechanical traps: Jaw Trap. Mechanical jaw traps fill a 20-foot square on the ground that the juggernaut can see within 60 feet of it. The traps remain for 1 minute or until the juggernaut deploys another jaw trap, then they disarm themselves, freeing any creatures they have restrained. For the duration, these traps turn the ground in the area into difficult terrain. Vibration Pulse (Recharge 5-6). The juggernaut sends a pulse through the ground, causing the area to vibrate violently. Each creature in a 100-foot radius of the juggernaut must succeed on a DC 22 Dexterity saving throw or take 28 (8d6) bludgeoning damage and be knocked prone. REACTIONSUnyielding Stomp. When the juggernaut is hit by a melee attack, it slams its legs into the ground, creating a shockwave. Each creature within 15 feet of the juggernaut must succeed on a DC 22 Strength saving throw or take 21 (6d6) bludgeoning damage and be knocked prone. Intervening Shockwave. When a creature the juggernaut can see within 60 feet of it is hit by an attack, it creates a shockwave, imposing disadvantage on the attack roll. The attacker must succeed on a DC 22 Constitution saving throw or be stunned until the end of its next turn. LEGENDARY ACTIONSThe juggernaut can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The juggernaut regains spent legendary actions at the start of its turn. Slam. The juggernaut makes one Slam attack. |
Trap-jaw juggernauts are constructs that resemble massive mechanical insects, created by powerful artificers to guard them. These constructed behemoths are loyal only to their creators and carry out any order given to them with absolute obedience. Constructed Nature. A trap-jaw juggernaut doesn't require air, food, drink, or sleep. |
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