15 (natural armor)
157 (15d10+75)
walk 50 ft.
poison; bludgeoning, piercing, slashing from nonmagical attacks not made with adamantine weapons
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
blindsight 120 ft.
12
The juggernaut can move through the space of a prone creature. A creature whose space the juggernaut enters for the first time on a turn must make a DC 17 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
The juggernaut is immune to any spell or effect that would alter its form.
As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and doesn't regenerate if it drops to 0 hit points.
The juggernaut deals double damage to objects and structures.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.