Art by Abbadon

Juggernaut Star

Do you enjoy tea, deviant? I do. In fact, I am somewhat of an expert. This cup, for example, is expertly painted. Exquisite. Humans study a lifetime to make cups like this.
That is why I enjoy tea. A human poured their life into something so fragile. Something so completely meaningless. I find it hilarious.



Juggernaut Star

Medium celestial, lawful evil


  • Armor Class 19 (natural armor)
  • Hit Points 105 (14d8 + 42)
  • Speed 60 ft., climb 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 17 (+3) 13 (+1) 16 (+3) 15 (+2)

  • Saving Throws Dex +9, Str +9
  • Skills Athletics +9, Intimidation +7, Perception +8
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine.
  • Condition Immunities poisoned, frightened.
  • Senses darkvision 120 ft., passive Perception 18
  • Languages all

Beeline. When juggernaut uses the Dash action, difficult terrain doesn't cost it extra movement on that turn. Additionally, when it makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.

Brutal Critical. Juggernaut can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Charge. If Juggernaut moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra 13 (3d8) slashing damage.

Fiery Vengeance. When Juggernaut is reduced to 0 hit points, it explodes, and each creature within 20 feet of it must make a DC 15 Dexterity saving throw, taking 28 points of fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it leaves nothing of Juggernaut but the wheel.

Immutable Form. Juggernaut is immune to any spell or effect that would alter its form.

Juggernaut. Once per turn when it rolls damage for a melee weapon attack, it can reroll the weapon's damage dice and use either total.

Magic Weapons. Juggernaut's weapon attacks are magical.

Spined Carapace. At the start of each of its turns, Juggernaut deals 5 (1d10) piercing damage to any creature grappling it.

Actions

Multiattack. Juggernaut makes three claw attacks.

Claws. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) slashing damage.

Wheel Charge (Recharge 5-6). Juggernaut sends the fiery wheel flying at a blistering pace, targeting up to 4 creatures within a 30-foot sphere. Target creatures must succeed on a DC 15 dexterity saving throw or take 13 (3d8) bludgeoning damage plus 13 (3d8) fire damage. Creatures of Medium size or smaller are knocked prone on a failed save.