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
STR
21
+5
DEX
10
+0
CON
18
+4
INT
7
−2
WIS
10
+0
CHA
6
−2

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.