Large fiend, neutral evil
- Armor Class
- 16
- Hit Points
- 168 (16d10 + 80)
- Speed
- 30 ft.
- Challenge
- 12 (8,400 XP)
- Saving Throws
- Cha +7, Dex +5, Wis +6
- Condition Immunities
- charmed; exhaustion; frightened
- Senses
- Darkvision 120 ft., passive Perception 12
- Languages
- understands all but can't speak
Traits
If the juggernaut fails a saving throw, it can choose to succeed instead.
The juggernaut regains 10 Hit Points at the start of each of its turns. If the juggernaut takes Radiant damage or damage from a Critical Hit, this trait doesn't function on the juggernaut's next turn. The juggernaut dies only if it starts its turn with 0 Hit Points and doesn't regenerate.
The juggernaut deals double damage to objects and structures.
Actions
The juggernaut makes two attacks, using Executioner's Blade or Crushing Stone in any combination.
Melee Attack Roll: +10, reach 10 ft. Hit: 19 (3d8 + 6) Slashing damage, and the target's Speed is reduced by 10 feet until the end of the juggernaut's next turn.
Ranged Attack Roll: +10, range 60 ft. Hit: 13 (2d6 + 6) Bludgeoning damage, and the target has the Incapacitated condition until the start of the juggernaut's next turn.
Legendary Actions
The juggernaut moves up to half its Speed, ignoring Difficult Terrain. Each creature in its path is subjected to the following effect. str DC 18. 7 (2d6) Bludgeoning damage, and the target has the Prone condition. The juggernaut can't take this action again until the start of its next turn.
dex DC 18, each creature in a 15-foot Cone. 11 (1d10 + 6) Slashing damage, and the target is pulled up to 10 feet straight toward the juggernaut.