Haze Hulk, Juggernaut
Dungeons of Drakkenheim p. 200 (Third Party)
- Size
- Large
- Type
- aberration
- Alignment
- unaligned
- AC
- 15 (natural armor)
- Hit Points
- 95 (10d10+40)
- Speed
- walk 40 ft.
- Senses
- darkvision 60 ft.
- Passive Perception
- 10
- Languages
- Common
- Challenge
- 4
- Lineage
- Haze
Traits
Proficiency Bonus
+2
Mutant Fortitude
If damage reduces the juggernaut to 0 hit points, it must succeed on a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the juggernaut drops to 1 hit point instead.
Trampling Charge
If the juggernaut moves at least 20 feet straight toward a creature and then hits it with a slam 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 another slam attack against it as a bonus action.
Actions
Multiattack
The haze hulk makes two slam attacks.
Slam
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Spells
invisibility
Other data
description
Delerium dregs continue to be wracked with new mutations. Eventually, many simply collapse into a mewling mass of flesh and organs and become gibbering mouthers. Others grow into much larger and twisted forms.