Skeletal Juggernaut
Ghosts of Saltmarsh p. 253,
- Size
- Large
- Type
- undead
- Alignment
- lawful evil
- AC
- 13 (armor scraps)
- Hit Points
- 142 (19d10+38)
- Speed
- walk 30 ft.
- Immunities
- poison
- Vulnerabilities
- bludgeoning
- Condition Immunities
- exhaustion, poisoned
- Senses
- darkvision 60 ft.
- Passive Perception
- 9
- Challenge
- 5
- Lineage
- Skeletal
Traits
Disassemble
If the juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains.
Falling Apart
If the juggernaut does not have all of its hit points at the start of its turn, it loses 10 hit points.
Actions
Multiattack
The juggernaut makes two claws attacks.
Claws
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Avalanche of Bones (Recharge 5-6)
The juggernaut collapses into a large heap before quickly reforming. Each creature within 10 feet of the juggernaut must make a DC 14 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked prone.
recharge
D5
Other data
description
As seen lumbering across the beaches in Isle of the Abbey, a skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time before disassembling into a gang of individual undead.