Iron Juggernaut

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Iron Juggernaut
Complex Monster, XP 11000
Level 20 (+8)
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Awareness
30
Senses
Darkvision
Initiative
19/1d10
Max HP
552
Resilience: +10
Healing Value: 110
Morale
2
Defenses
AC
28/40
Touch
22
Fort
30
Reflex
23
Will
22
Resistances: Weapon (20/Adamantine), MR (Imm.), Poison (Imm.), Alignment Damage (Imm.). Immune to Disease, Paralysis, Mind-Affecting, Sleep, Sickened, Nauseated, Death Effects, and Energy Damage. Daze Resist (4).
Vulnerabilities:
Attributes / Saving Throws
STR
46 / 53
DEX
11 / 18
CON
35 / 42
INT
12 / 12
WIS
14 / 14
CHA
11 / 11
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 50ft / 3
At-Will
+19 vs AC (Crit 22%/42)
Smash
6d10+44 Bludgeoning damage (ArN 7)
REC 8, Reach 15ft
6d10+44 Bludgeoning damage
Grapple +25
Special Actions
Debilitating Breath [Poison]
Immediate Action [Limit 1 per 1d4 rnds]
Target all creatures within 40ft of the Juggernaut, +17 vs Fortitude. On a hit, target suffers Caustic Damage equal to its [2 x Healing Value] and is Marked for Death (20 seg) [SE, ST 5d10 vs CON]. On a miss, targets suffer Caustic damage equal to its [Healing Value]. This is a Poison effect that works on contact. (Legendary)
Iron Juggernaut Abilities
On each turn, roll 1d8 to determine the actions available to the Iron Juggernaut.

Any result:
Heavy Hit [Lunge, Charge]: Make a Smash attack on one creature. On a hit, deal +2d10 damage and targets of huge size or smaller are knocked Prone. (Basic)

3 or More, choose one of the following:
Deadly Blow [Lunge, Charge]: Make a Smash attack. On a hit, deal +6d10 damage. (Advanced)
Brutal Swing: Make a Smash attack on all targets within reach. On a hit, targets are Dazed 1d8 segments. On a miss, deal half damage on a miss. (Advanced)

6 or More:
Trample [REC 8]: The Juggernaut moves up to its Skirmish speed, Trampling all creatures in its path. Make an attack on all creatures whose space the Juggernaut moves through, +17 vs Reflex. On a hit, targets suffer 6d10+100 Bludgeoning damage. (Legendary)
Overland Movement
30 mi/day
Qualities
  • Magic Immunity: The Juggernaut is immune to all Magical Effects, except for the following effects:
    • Lightning Damage: Dazes the Juggernaut for 1d6 segments. This is not subject to Daze Resistance.
    • Fire Damage: The Juggernaut regains 1/4 of the damage dealt in hitpoints.
    • Rust Effects: Function normally.
  • Mindless: Immune to Psychic Damage and abilities with the Mind-Affecting keyword and Morale Effects. Also, do not suffer Intelligence penalty to Initiative, Awareness, or Sensory Skills. (inc)
  • Construct: Immune to Necrotic, Radiant, and All Alignment Damage (i.e. Holy, Vile, Entaxic, Entropic). Additionally, Immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sickened or Nauseated, Sleep, and Energy Damage. Additionally, gain Daze Resistance equal to [½ Physical Rank]. (inc)
  • Natural Armor: AC +5/+16, REC +3 (inc)
  • Skills: Rank 6 Balance [+17], Rank 6 Climb [+22], Rank 6 Jump [+17], Rank 9 Listen [+20], Rank 9 Spot [+20]
    Feats: Armor, Imp. Fort (2), Imp. Speed (2), Big Crit, Heavy Hitter
    Philosophies: Rank 0 Mental, Rank 7 Physical, Rank 8 Martial
    Combat Training: Cast 4, Melee 4, Parry 4, Fort 3, Reflex 2, Will 3
    Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
    Equipment: None
    Social
    Languages: None
    Composure: -
    Charm
    -
    Coercion
    -
    Deception
    -
    Manipulation
    -
    Persuasion
    -
    Aloofness
    -
    Bravery
    -
    Intuition
    -
    Tolerance
    -
    Suspicion
    -
    Prejudices:
      Motives: Fulfill Creator's Will