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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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