Juggernaut of Khorne (5e Creature)

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Juggernaut of Khorne[edit]

Large fiend (demon), chaotic evil


Armor Class 18 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 8 (-1) 10 (+0) 5 (-3)

Saving Throws Str +8, Con +10
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal
Challenge 9 (5,000 XP)


Magic Weapons. The juggernaut's weapon attacks are magical.

Trampling Charge. If the juggernaut moves at least 20 feet straight toward a creature and then hits it with a gore 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 one attack with its hooves against it as a bonus action.

ACTIONS

Multiattack. The juggernaut makes two melee attacks, one with its gore and one with its hooves.

Gore. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 19 (2d12 + 6) piercing damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.

Steam Breath (Recharge 5-6). The juggernaut exhales a 30-foot cone of hot steam. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much on a success.


Massive daemonic beasts of brass and iron, juggernauts are nigh-unstoppable brutes covered in metal plates. They crush foes beneath their brazen hooves and can shrug off direct blows from all but the strongest of weapons. In combat, the juggernaut charges headlong into the fray, lashing out with its iron horns. Bulky and slow, juggernauts use their size and strength to smash into enemy formations, send foes flying with a toss of their huge horns, and flatten entire ranks of mortal soldiers with ease. Stinging return fire bounces without effect from their armoured flanks, such pinpricks serving only to antagonize the already-belligerent nature of these rampaging beasts.

Far more massive than normal steeds, juggernauts resemble a rhinoceros, their hides plated in thick riveted sheets of brass. Its armour is bedecked with spikes and the eye-wrenching symbols of Khorne. The most lethal of all the Blood God’s war-mounts, juggernauts sometimes serve as steeds for powerful mortal warriors favored by Khorne or particularly bold or battle-hungry bloodletter daemons.

To ride a juggernaut into battle is one of the greatest honours that Khorne can bestow upon one of his daemons and mortal followers. The beast is a vehicle of fury and therefore only the most favoured bloodletters and Heralds are tasked by the Blood God to ride one forth from the pens of the foundries. Such a demon has earned this honour through long and violent service in Khorne’s name. Each will be a warrior of considerable might, that has spilled blood across numerous worlds and, more importantly, who has acquired a spectacular amount of skulls for Khorne. Of course, the collecting of skulls by bloodletters is often achieved by nefarious means, lies and backstabbing, proving every bit as effective as rampant slaughter, but that matters little. It is skulls that interest Khorne, no matter how they are taken.



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