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Juggernautby Jamie Baty
X4 30, X10 40, DMR2 62, SCMC
Hit Dice: 30d10+60 (225 hp)
Speed: 30 ft. (6 squares) (can't run)
Armour Class: 24 (-4 size, +18 natural), touch 6, flat-footed 24
Base Attack/Grapple: +22/+49
Attack: Crush and run (See Below)
Full Attack: Crush and run (See Below) and battering ram +33 melee (2d20 +15)
Space/Reach: 30 ft. /15 ft.
Special Attacks: Crush and run, double damage against objects
Special Qualities: Armoured transport, battle hardened, construct traits, Damage reduction 25/magic, darkvision 60ft., immunity to fire, low-light vision
Saves: Fort +18, Ref +18, Will +18
Abilities: Str 41, Dex 10, Con -, Int -, Wis 10, Cha 10
Environment: Any land
Organisation: Solitary (plus up to 24 soldiers and a master)
Challenge Rating: 20
Treasure: Triple Standard
Alignment: Always neutral
Advancement: 31-60 HD (Gargantuan); 61-90 HD (Colossal)
Level Adjustment: -
In pursuit of the ultimate war machine, the kingdom of Hule devised this juggernaut. Only the wizards of Hule know how this construct is given life. The Hulean juggernaut is a giant stone building built on a platform with huge, iron-banded wheels. Dimensions vary, but it usually stands about 30 feet wide, 40 feet high, and 40 feet long. Battlements and archer slits are both common features, allowing the juggernaut to carry humanoid soldiers and, thereby, increase its deadly power. Many are also affixed with a battering ram.
Hulean juggernauts often have treasure inside them (as one of the safest places to store spoils of war), but the creature must be killed in order to gain entry. Only its master can command it to allow entrance.
The juggernaut's dependence on its master remains the weak point in its design. While the construct obeys simple verbal commands (like "defend this area," "attack that fortress," or "destroy that army"), it is still answerable only to its creator. If the juggernaut's master is killed, the creature may continue following its last orders indefinitely. Those inside are trapped, and the juggernaut could even turn on its own army now.
At least once, a clever spellcaster has used animate dead to animate the corpse of the juggernaut's master and soldiers, giving him limited control over the now undead-manned war machine.
A Hulean juggernaut runs over its opponents. The juggernaut can stop, turn, or reverse in the space of one round, allowing it to attack creatures on any side from one round to the next. It will use its battering ram against Large size or larger creatures and against structures it can't flatten under its rollers.
Hulean juggernauts usually carry a complement of soldiers armed with bows, crossbows and pikes. These soldiers may also make attacks during the juggernaut's turn against creatures in range (rear and sides of the juggernaut only for pike attacks).
Crush and Run (Ex): A Hulean juggernaut attacks by rolling over its opponents. Every creature and structure in its path of movement must make a Reflex save vs DC 40 (Str based) or suffer 10d10 damage and be knocked prone. A successful save indicates the victim escaped to the sides of the creature, and the victim should be relocated to the closest square on the juggernaut's side.
A creature may intentionally stay within the juggernaut's path. Doing so causes it to automatically fail the save, but the creature is allowed an attack of opportunity against the juggernaut with a +4 attack bonus. If the attack hits it does double damage and ignores damage reduction.
Should a prone character be located underneath a juggernaut at the start of his turn, he must use a full round action to escape to the closest square outside of the juggernaut or suffer 5d10 damage automatically from the crushing weight. Staying underneath the juggernaut will prevent any movement or spellcasting but will allow the character to attack with a light weapon. A character underneath a juggernaut at the start of the juggernaut's turn automatically suffers 10d10 damage (no save).
Double Damage against Objects (Ex): A Hulean juggernaut that makes a crush and run attack or battering ram against an object or structure deals double damage.
Armoured Transport (Ex): A Hulean juggernaut is a moving fortress. It may carry up to 24 soldiers and 1 master. Soldiers along the top battlements receive the benefit of cover (+4 AC, +2 Reflex saves) and soldiers manning the arrowslits and murderholes, as well as the juggernaut's master, receive improved cover (+8 AC, +4 Reflex saves, benefits of Improved Evasion). These soldiers may attack independently of the juggernaut.
Battle Hardened (Ex): A Hulean juggernaut has a +8 bonus to all saving throws (included above).
Damage Reduction (Su): A Hulean juggernaut has damage reduction of 25/magic.
Immunity to Fire (Ex): A Hulean juggernaut has 100% immunity to all normal and magical fire damage.
Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.