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SKELETAL J UGGERNAUT
                                                               As seen lumbering across the beaches in Isle of  the
                                                               Abbey, a skeletal juggernaut is an oversized, bipedal
             SKELETAL A LCHEMIST                               assembly of  bones that loses a portion of  its mass with
                                                               each step. These skeletal guardians hold together for
             This undead retains enough of  its former self to con-
                                                               only a short time before disassembling into a gang of
             tinue its alchemical work, often on behalf  of  necro-
                                                               individual undead.
             mancers or other sinister patrons. It toils in a dark
             laboratory (such as the one found in The Sinister Secret
             of  Saltmarsh). often falling dormant for long peri-  SKELETAL JUGGERNAUT
             ods of time.                                      Large undeod, lawful evil
                                                               Armor Class 13 (armor scraps)
             SKELETAL ALCHEMIST                                Hit Points 142 (19d10 + 38)
             Medium undead, lawful evil
                                                               Speed 30 ft.
             Armor Class 11
                                                                 STR    DEX    CON      INT    WIS    CHA
             Hit Points 32 (5d8 + 10)                           16 (+3)   14 (+2)   15  (+2)   6 (-2)   8 (-1)   5 (-3)
             Speed 30 ft.
                                                               Damage Vulnerabilities bludgeoning
               STR    DEX    CON      INT    WIS    CHA        Damage Immunities poison
              9 (-1)   13  (+l)   15 (+2)   14 (+2)   10 (+O )   9 (-1)   Condition Immunities exhaustion, poisoned
                                                               Senses darkvision 60 ft.,  passive Perception 9
             Skills Arcana +4                                  Languages -
             Damage Vulnerabilities bludgeoning                Challenge 5 (1,800 XP)
             Damage Immunities poison
             Condition Immunities exhaustion, poisoned         Disassemble. If the juggernaut is reduced to 0 hit points, twelve
             Senses darkv1 sion 60 ft., passive Perception 10   skeletons rise from its remains.
             Languages understands all languages it knew in life but can't
              speak                                            Falling Apart. If the Juggernaut does not have all of  its hit
             Challenge 1/2 (100 XP)                            points at the start of  its turn, it loses 10 hit points.

             Magic Resistance. The skeletal alchemist has advantage on sav·   A CTION S
             ing throws against spells and other magical effects.
                                                               Multiattack. The juggernaut makes two claws attacks.
             A CTION S                                        Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
                                                               Hit: 12 (2d8 + 3)  slashing damage.
             Multiattack. The skeletal alchemist makes two Lob
            Acid attacks.
                                                              Avalanche of  Bones (Recharge 5-6). The juggernaut collapses
                                                              into a large heap before quickly reforming. Each creature within
            Claws. Melee Weapon Attock: +3 to hit, reach 5 ft. one target.
             Hit: 4 (ld6 + 1) slashing damage.                10 feet of  the juggernaut must make a DC 14 Dexterity saving
                                                              throw, taking 18 (4d8) bludgeoning damage on a failed save, or
             Lob Acid. Ranged Weapon Attack: +3 to hit, range 30/ 120 ft.,   half as much damage on a successful one. A creature that fails
            one target.  Hit: 5 (ld8 + 1) acid damage.        this saving throw is also knocked prone.


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