Trap-Jaw Juggernaut (5e Creature)

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Trap-Jaw Juggernaut[edit]

Huge construct, unaligned


Armor Class 22 (natural armor)
Hit Points 660 (40d12 + 400)
Speed 40 ft.


STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 3 (-4) 10 (+0) 1 (-5)

Saving Throws Str +19, Dex +11, Con +19, Wis +9
Skills Athletics +19, Intimidation +4
Proficiency Bonus +9
Damage Resistances fire
Damage Immunities poison, psychic, thunder; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 30 (155,000 XP)


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.

ACTIONS

Multiattack. 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.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a DC 22 Dexterity saving throw or take 14 (4d6) piercing damage and be restrained by the traps. A creature that starts its turn in the area and is already restrained by the traps takes 14 (4d6) piercing damage.
A creature restrained by the traps can use its action to make a DC 22 Strength or Dexterity check (its choice). On a success, it frees itself.
Molten Trap. Fire and lava fill a 20-foot square on the ground that the juggernaut can see within 60 feet of it. The fire and lava remain for 1 minute or until the juggernaut deploys another molten trap, then they disappear. For the duration, the fire and lava turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature takes 21 (6d6) fire damage and must succeed on a DC 22 Dexterity saving throw or be knocked prone.

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.

REACTIONS

Unyielding 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 ACTIONS

The 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 Deployment (Costs 2 Actions). The juggernaut uses Trap Deployment.
Tremor Pulse (Costs 3 Actions). The juggernaut creates a localized seismic wave. Each creature on the ground within 60 feet of the juggernaut must succeed on a DC 22 Strength saving throw or take 44 (8d10) bludgeoning damage and be knocked prone.

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.
Trap-jaw juggernauts are named for their enormous mechanical jaws, which they use to hold their foes in place. They can also deploy a variety of traps to hinder opponents other than that not much is known about them and their owners usually stick to themselves.

Constructed Nature. A trap-jaw juggernaut doesn't require air, food, drink, or sleep.

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