A steel wagon the size of a large house groans as it rolls quickly over the ground. Carved images in high-relief decorate the construct’s exterior, but no driver sits atop it and no animals make it move.
Juggernaut CR 18
Speed 80 ft.
Melee crush (4d10+24, DC 34)
Space 20 ft.; Reach 0 ft.
Special Attacks rolling destruction
Str 34, Dex 10, Con —, Int —, Wis 11, Cha 1
Base Atk +25; CMB +41 (+45 bull rush); CMD 51 (55 vs. bull rush; cannot be tripped)
SQ irresistible force, unstoppable
The juggernaut is so large it is impossible for creatures caught in its path to jump out of the way. Whenever a juggernaut enters a square containing another creature it automatically deals 4d10+24 points of damage and the creature must make a DC 34 Reflex save or be knocked prone. A juggernaut may elect to remain in a square containing another creature. If it does so, the creature is pinned beneath the juggernaut and takes 4d10+12 points of damage each round the juggernaut remains in its square. The save DC is Strength-based.
A juggernaut is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently as noted below.
- A magical attack that deals acid slows a juggernaut (as the slow spell) for 3 rounds, with no saving throw.
- A magical attack that deals electricity damage breaks any slow effect on the juggernaut and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the juggernaut to exceed its full normal hit points, it gains any excess as temporary hit points. A juggernaut gets no saving throw against electricity effects.
- A juggernaut is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.
When reduced to 0 or fewer hit points, a juggernaut may take one more set of actions on its next turn before ceasing to function.
When the juggernaut charges it may move up to four times its speed before attacking. It deals double damage to inanimate objects it crushes or hits during a charge.
The juggernaut ignores all difficult terrain and may move or charge without penalty through squares occupied by other creatures at least one size category smaller.
Years ago, an empire of priest-kings lay beyond the Jogal Mountains. Though rulers of a poor, superstitious populace, the priests maintained a vast swath of territory with the aid of magical constructs. These automatons conquered the kingdom’s enemies, built temples and fortresses, and served the ruling caste’s every whim. The greatest was the battle wagon called the juggernaut: a wheeled chariot of steel covered in decorative wrought-iron bas-reliefs and bearing a massive steel arm it wielded as a battering ram or a great bludgeoning weapon. Nothing could stop a juggernaut. They rolled over entire armies. Even stone walls a dozen feet thick were as paper to the great machines.
Sometime in the near past, the priests offended their gods, and the deities turned the machines against their creators. The kingdom is now a rubble-strewn plain, devoid of life but ruled by constructs that attack all living things entering the ruined empire.
For reasons unknown, a juggernaut sometimes crosses the border and rampages through inhabited lands. It is these times the call goes out for the land’s greatest heroes, for only those with power approaching the epic tales have any hope of defeating a juggernaut.
A juggernaut weighs 50,000 pounds and reaches a height of about 20 feet. Most roll about on four wide metal wheels, but others possess multiple legs.
A juggernaut is forged from iron and steel smelted with rare metallic salts costing at least 20,000 gp.
CL 18th; Price 220,000 gp
Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.