Converting Creatures from Other Campaign Settings

freyar

Extradimensional Explorer
OK, that's reasonable, though who knows about the gp for any of these really.

So we have the tent, the throne, the mask, the (simplified) saddle, and the crown? Whew. But I can deal with that. Let's get these done.
 

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Cleon

Legend
Whew. But I can deal with that. Let's get these done.

Yes, the end of the road is in sight!

All we need is a Description/Background and the sample creature(s).

The former seems pretty easy, how about…

The ground shakes under the footsteps of a titanic figure many times taller than a human. It appears to be an effigy of a warrior carved with primitive artwork and bearing real weapons and armor, but gigantic enough to crush most foes underfoot. Despite its crude-seeming construction, the totem-like giant moves with the poise and purpose of an experienced combatant..

Guardian juggernauts are giant war machines that combine the power of a mindless construct and the combat abilities of a creature with class levels into one being. Only a few isolated tribes know the secret of creating these constructs. They regard them as totems of their gods as well as instruments of warfare and only a champion of the tribe deserves the honor of piloting a guardian juggernaut in the defense of their land and people.​

As for the sample creature(s), the original product has the following "memorable juggernauts" to serve as inspiration:

GREAT KNORRMAN JUGGERNAUTS
Following are the statistics for three memorable juggernauts in Knorrman history. While in battle, a juggernaut is referred to by the guardian spirit it embodies, such as “the Wolf Spirit” or “the Wind Spirit.” Once the battle has ended, it is called by a name that incorporates the name of the helmsman to help distinguish which battle or event is being discussed. Thus, after Morash piloted the Wolf Spirit, the surviving statue—which now stands as a monument on the shore of the Lake of the Dred Wolf—is called the Wolf Morash.

THE WOLF MORASH
Guardian of the Morakenn
Wooden juggernaut: AC 2; MV 15; HD 10; hp 50 (pilot 22); #AT 1; THAC0 12; Dmg LH none (with shield) except as part of sweep attack for 1d2+2d6+2, RH 1d8+1+2d6+2; SA sweep, crush; SZ G (30′ tall); –1 penalty on initiative rolls.

Morash was a 5th-level clandred.

The Wolf Morash carried hide armor +1, a shield, and a long sword +1.

THE WIND TAROLA
Guardian of the Dolkenn
Stone juggernaut: AC 2; MV 15; HD 14; hp 91 (pilot 40); #AT 1; THAC0 11; Dmg LH none (with shield) except as part of sweep attack for 1d2+3d6; RH 1d6+2+3d6; SA sweep, crush; SZ G (30′ tall); –5 penalty on initiative rolls.

Tarola was a 7th-level clandred.

The Wind Tarola carried doombringer armor, helm and shield, and a footman’s mace +1.

THE HARVEST HALON
Guardian of the Lokkenn
Wicker juggernaut: AC 5; MV 15; HD 8; hp 27 (pilot 12); #AT 1; THAC0 19; Dmg LH 1d2+1d6, RH 1d2+1d6; SA sweep, crush; SZ G (30′ tall).

Halon was a 5th-level seer.

The Harvest Halon carried a wand of fire and a ring of fire resistance.


So which of those do you fancy?

I'd be game for all three, but feel that might take a little while since we basically need to stat-up a PC grade character for each of them.​
 

Cleon

Legend
Aw heck, I don't have anything better to do for the next hour so I might as well start on the first one - the Wolf Morash.

A "Clandred" is a fighter kit, so I'll just use a 5th-level fighter for the base creature.

EDIT: To mix it up a bit I'll use a Barbarian instead for the other martial juggernaut.
 
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Cleon

Legend
Traditionally a guardian juggernaut is given a name that combines the name of the god or spirit the juggernaut represents and the champion who pilots it. For example, the Wolf Morash is a totem of the Wolf Spirit piloted by a hero called Morash.

Note: These sample creatures have equipment budgets equal to an NPC with a Challenge Rating equal to the guardian juggernaut, not the base creature. This is because the tribe who sponsor the juggernaut provide their champion with superior gear.

The Wolf Morash
Wooden Guardian Juggernaut piloted by 5th-level Human Fighter
Huge Construct (Augmented)
Hit Dice: 5d10+10+5d10+40 (105 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 24 (–2 size, +2 Dex, +6 natural, +5 +1 mithral shirt, +3 +1 heavy darkwood shield), touch 10, flat-footed 22
Base Attack/Grapple: +8/+28
Attack: +1 longsword +22 melee (3d6+15/19-20); or slam +18 melee (1d8+12)
Full Attack: +1 longsword +22 melee (3d6+15/19-20); or slam +18 melee (1d8+12)*
*If the Wolf Morash drops its shield the Full Attack becomes:
+1 longsword +22 melee (3d6+15/19-20) and slam +13 melee (1d8+6); or 2 slams +18 melee (1d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Stomp (4d8+18, Ref DC 27), sweep (2d8+25, Ref DC 27)
Special Qualities: Construct traits, damage reduction 5/—, spiritual equipment
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 34, Dex 15, Con —, Int 10, Wis 12, Cha 8
Skills: Climb +20, Jump +20, Spot +6, Swim +20
Feats: Cleaveᴮ, Combat Reflexesᴮ, Improved Initiativeᴮ, Power Attack, Snatchᴮ, Weapon Focus (longsword), Weapon Specialization (longsword)ᴮ
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Special (see sample creature notes)
Alignment: Same as pilot
Advancement: Special (see Pilot Advancement)
Level Adjustment: Special (see Pilot Advancement)

An enormous statue crudely but sturdily assembled out of wood.

The pilot of this wooden juggernaut is a human 5th-level fighter with ability scores of Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 8.

The Wolf Morash stands 30 feet tall and weighs about 20,000 pounds.

COMBAT
The Wolf Morash usually closes with a double move followed by a stomp attack and then switches to longsword attacks augmented by the Power Attack feat. If the juggernaut faces closely-packed weak opponents it employs its sweep attack.

Spiritual Equipment (Su): See the Guardian Juggernaut template's Special Qualities for a description of this ability.

Stomp (Ex): The Wolf Morash can stomp an opponent of Medium size or smaller. This is a special full-round action during which the juggernaut moves up to twice its ground speed and attempts to move into its opponent's space. If the victim fails a DC 27 Reflex save, the opponent takes 4d8+18 bludgeoning damage, following which the Wolf Morash may either pin or kick the opponent. If the victim succeeds at the Reflex save, the victim takes half damage, the juggernaut's movement ends next to the opponent's space, and the opponent may make an attack of opportunity against the juggernaut. The save DC is Strength-based.

If the Wolf Morash pins its opponent, the victim automatically takes stomp damage during the next round unless the juggernaut moves off them. If the juggernaut chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents continue to take stomp damage each round if they don’t escape.

If the Wolf Morash kicks the opponent, the victim travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled plus stomp damage from the kick.

Sweep (Ex): This special attack allows the Wolf Morash to sweep its arms from side to side as a standard action. The sweep affects a half-circle with a 15 foot radius, extending from an intersection on the edge of the juggernaut's space in any direction. Creatures within the swept area are affected if they are Medium size or smaller. A sweep automatically deals 2d8+18 damage. Affected creatures can attempt DC 27 Reflex saves to take half damage (the save DC is Strength-based).

Equipment: +1 longsword, +1 mithral shirt, +1 heavy darkwood shield, boots of the winterlands, cloak of resistance +1, eyes of the eagle, gloves of dexterity+2, potion of cure moderate wounds.

Budget 16,000 gp.
+1 longsword 2,315
+1 mithral shirt 2,100
+1 heavy darkwood shield 1,257
+1 cloak of resistance 1,000
boots of the winterlands 2,500
eyes of the eagle 2,500
+2 gloves of dexterity 4,000
potion of cure moderate wounds 300
TOTAL 15,972 REMAINDER 28
 
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Cleon

Legend
The Wind Tarola
Stone Guardian Juggernaut piloted by 7th-level Human Barbarian
Huge Construct
Hit Dice: 7d12+7+7d10+40 (131 hp)
Initiative: +1
Speed: 35 ft. (7 squares, cannot run; base speed 50 ft.)
Armor Class: 26 (–2 size, +1 Dex, +1 deflection, +8 natural, +6 +1 breastplate), touch 10, flat-footed 25
Base Attack/Grapple: +12/+35
Attack: +1 frost shock heavy flail +27 melee (3d8+23+1d6 cold+1d6 electricity/19-20); or slam +25 melee (2d6+15)
Full Attack: +1 frost shock heavy flail +27/+22 melee (3d8+23+1d6 cold+1d6 electricity/19-20); or 2 slams +25 melee (2d6+15)
Space/Reach: 15 ft./15 ft.
Special Attacks: stomp (4d8+23, Ref DC 32), sweep (4d6+23, Ref DC 32)
Special Qualities: Construct traits, damage reduction 9/—, improved uncanny dodge, spiritual equipment, trap sense +2, uncanny dodge
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 40, Dex 12, Con —, Int 10, Wis 12, Cha 8
Skills: Climb +22*, Jump +22*, Swim +19*
*includes –3 armor check penalty, the Wind Tarola's medium armor also denies it a +8 speed bonus to Jump
Feats: Cleave, Combat Reflexesᴮ, Power Attack, Snatchᴮ, Weapon Focus (heavy flail)
Environment: Any
Organization: Solitary
Challenge Rating: 14
Treasure: Special (see sample creature notes)
Alignment: Same as pilot
Advancement: Special (see Pilot Advancement)
Level Adjustment: Special (see Pilot Advancement)

When Raging
Hit Dice: 7d12+21+7d10+40 (145 hp)
Armor Class: 24 (–2 size, –2 rage, +1 Dex, +1 deflection, +8 natural, +6 +1 breastplate), touch 8, flat-footed 23
Base Attack/Grapple: +14/+37
Attack: +1 frost shock heavy flail +29 melee (3d8+26+1d6 cold+1d6 electricity/19-20); or slam +27 melee (2d6+17)
Full Attack: +1 frost shock heavy flail +29/+24 melee (3d8+26+1d6 cold+1d6 electricity/19-20); or 2 slams +27 melee (2d6+17)
Special Attacks: Rage, stomp (4d8+25, Ref DC 34), sweep (4d6+25, Ref DC 34)
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 44, Dex 12, Con —, Int 10, Wis 12, Cha 8
Skills: Climb +24*, Jump +24*, Swim +21*
*includes –3 armor check penalty, the Wind Tarola's medium armor also denies it a +8 speed bonus to Jump

An enormous statue crudely carved from stone.

The pilot of this stone juggernaut is a human 7th-level barbarian with ability scores of Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 8.

The Wind Tarola stands 30 feet tall and weighs about 50 tons.

COMBAT
As soon as the Wind Tarola encounters a significant opponent the juggernaut rages and activates its winged boots, boosting its combat prowess and granting it a 40 ft. fly speed for 5 minutes (note it can run while flying). It flies into melee range as quickly as possible to make a stomp attack and then unleashes iterative flail attacks augmented with the Power Attack feat. The Wind Tarola enjoys using its sweep attack against a mass of weaker enemies who are packed close together.

Improved Uncanny Dodge (Ex): The Wind Tarola cannot be flanked except by a rogue of at least 9th level.

Rage (Ex): Twice per day; +4 to Str, +4 to Con, +2 on Will saves, –2 to AC for up to 6 rounds.

Spiritual Equipment (Su): See the Guardian Juggernaut template's Special Qualities for a description of this ability.

Stomp (Ex): The Wind Tarola can stomp an opponent of Medium size or smaller. This is a special full-round action during which the juggernaut moves up to twice its ground speed and attempts to move into its opponent's space. If the victim fails a DC 32 Reflex save, the opponent takes 4d8+22 bludgeoning damage (if the Wind Tarola is raging, its stomp is DC 34 and 4d8+25 damage), following which the Wind Tarola may either pin or kick the opponent. If the victim succeeds at the Reflex save, the victim takes half damage, the juggernaut's movement ends next to the opponent's space, and the opponent may make an attack of opportunity against the juggernaut. The save DCs are Strength-based.

If the Wind Tarola pins its opponent, the victim automatically takes stomp damage during the next round unless the juggernaut moves off them. If the juggernaut chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents continue to take stomp damage each round if they don’t escape.

If the Wind Tarola kicks the opponent, the victim travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled plus stomp damage from the kick.

Sweep (Ex): This special attack allows the Wind Tarola to sweep its arms from side to side as a standard action. The sweep affects a half-circle with a 15 foot radius, extending from an intersection on the edge of the juggernaut's space in any direction. Creatures within the swept area are affected if they are Medium size or smaller. A sweep automatically deals 4d6+22 damage. Affected creatures can attempt DC 32 Reflex saves to take half damage. If the Wind Tarola is raging, its sweep is DC 34 and does 4d6+25 damage. The save DCs are Strength-based.

Trap Sense (Ex): The Wind Tarola has an intuitive sense that alerts it to danger from traps, granting a +2 bonus on Reflex saves and a +2 dodge bonus to AC against attacks by traps.

Uncanny Dodge (Ex): The Wind Tarola can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC even when caught flat-footed.

Equipment: +1 frost shock heavy flail, +1 breastplate, cloak of resistance +1, gloves of dexterity +2, potion of barkskin +4, two potions of cure moderate wounds, potion of heroism, ring of protection +1, winged boots.

Budget 45,000 gp.
+1 shock heavy flail 18,315
+1 breastplate 1,350
+1 cloak of resistance 1,000
+1 ring of protection 2,000
+2 gloves of dexterity 4,000
winged boots 16,000
potion of cure moderate wounds 300
potion of cure moderate wounds 300
potion of heroism 750
+4 potion of barkskin 900
TOTAL = 44,915 REMAINDER 85
 
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Cleon

Legend
The Harvest Halon
Wicker Guardian Juggernaut piloted by 5th-level Human Wizard
Huge Construct
Hit Dice: 5d4+5+3d10+40+3 (77 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (–2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+20
Attack: Slam +10 melee (1d6+8 plus 2d6 fire)
Full Attack: 2 slams +10 melee (1d6+8 plus 2d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Burning body, spell transmission, spells, stomp (4d8+12, Ref DC 23), sweep (2d6+12 plus 2d6 fire, Ref DC 23)
Special Qualities: Construct traits, damage reduction 3/—, fire resistance 15*, vulnerability to fire
*The Harvest Halon may not have fire resistance, see the ability description for an explanation.
Saves: Fort +3, Ref +4, Will +7
Abilities: Str 26, Dex 12, Con —, Int 16, Wis 12, Cha 8
Skills: Concentration +8 (+12 defensively), Craft (alchemy) +11, Decipher Script +11, Gather Information +1, Knowledge (arcana) +11, Knowledge (local) +11, Spellcraft +13
Feats: Combat Castingᴮ, Craft Wondrous Itemᴮ, Spell Focus (Conjuration), Spell Focus (Enchantment), Scribe Spellᴮ, Snatchᴮ
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Special (see sample creature notes)
Alignment: Same as pilot
Advancement: Special (see Pilot Advancement)
Level Adjustment: Special (see Pilot Advancement)

An enormous effigy woven from reeds and twigs.

The pilot of this wicker juggernaut is a human 5th-level wizard with ability scores of Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 8.

The Harvest Halon stands 30 feet tall and weighs about 4,000 pounds.

COMBAT
The Harvest Halon prefers to attack from a distance with spells, particularly through liberal application of its wand of fireballs. It often tries to debilitate its enemies with stinking cloud, hideous laughter, web, confusion or obscuring mist. If the Halon faces a tough opponent it attempts to compel or slay them with charm person or phantasmal killer. Should close combat appear more effective the juggernaut favors stomp and sweep attacks over its relatively ineffective slam attacks.

Burning Body (Ex): A wicker juggernaut’s natural attacks and any melee weapon it wields deal an additional 2d6 fire damage. Creatures hitting a wicker juggernaut with natural weapons or unarmed attacks take fire damage as though hit by the construct's flaming body.

Note that wicker juggernauts are vulnerable to fire damage, including the 2d6 fire damage from their own Burning Body special ability, but its fire resistance of 15 prevents it taking any damage from its own flames as long as it is active.

Fire Resistance (Sp): A standard wicker juggernaut has fire resistance as a spell-like ability, if this is dispelled (caster level equals the wicker juggernaut's construction) the juggernaut can restart the fire resistance as a free action. A wicker juggernaut produced by the create guardian spell does not have fire resistance so will be quickly reduced to ash by its burning body ability unless the juggernaut is given fire resistance by some additional means. In either case, a wicker juggernaut's fire resistance protects the juggernaut’s equipment as well, including any passenger in its spell transmission slot.

Spell Transmission (Su): A wicker juggernaut contains a special spiritual equipment slot that can carry a passenger no larger than two size categories smaller than the juggernaut. If the juggernaut is "equipped" with a volunteer who possesses the same creature type and subtype as its pilot, this allows the pilot to transmit spells and spell-like abilities "through" the volunteer with the following provisos:
  1. The range of a spell transmitted through the wicker juggernaut's volunteer originates from the juggernaut rather than the actual location of the pilot. Spells with a range of "personal" can not be transmitted through the juggernaut's volunteer.
  2. The pilot cannot target the juggernaut or anything in its spiritual equipment slots, including the volunteer, with a transmitted spell.
  3. the pilot cannot transmit spells through the wicker juggernaut if the volunteer is dead or unconscious.
Spells: The Harvest Halon is a 5th-level wizard.

Wizard Spells Prepared (4/4/3/2, save DC 13 + spell level, 14 + spell level for Conjuration and Enchantment spells)
0—flare (DC 13), ghost sound (DC 13), mage hand, message;
1st—charm person (DC 15), magic missile, obscuring mist, ray of enfeeblement (DC 14);
2nd—hideous laughter (DC 16), glitterdust (DC 16), web;
3rd—dispel magic, stinking cloud (DC 17).

Stomp (Ex): The Harvest Halon can stomp an opponent of Medium size or smaller. This is a special full-round action during which the juggernaut moves up to twice its ground speed and attempts to move into its opponent's space. If the victim fails a DC 23 Reflex save, the opponent takes 4d8+12 bludgeoning damage plus 2d6 fire damage, following which the Harvest Halon may either pin or kick the opponent. If the victim succeeds at the Reflex save, the victim takes half damage, the juggernaut's movement ends next to the opponent's space, and the opponent may make an attack of opportunity against the juggernaut. The save DC is Strength-based.

If the Harvest Halon pins its opponent, the victim automatically takes stomp damage during the next round unless the juggernaut moves off them. If the juggernaut chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents continue to take stomp damage each round if they don’t escape.

If the Harvest Halon kicks the opponent, the victim travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled plus stomp damage from the kick.

Summon Familiar: The base creature has a toad as their wizard's familiar which provides them with +3 hit points as a familiar special ability.

Toad Familiar: CR —; Diminutive Magical Beast; HD 1 [or use Master's 5 HD]; hp ½ master's [= 10 hp]; Init +1; Spd 5 ft.; AC 16, touch 15, flat-footed 15; Base Atk +0; Grp -17; Atk —; Full Atk —; Space/Reach 1 ft./0 ft.; SA —; SQ improved evasion, low-light vision, granted abilities [Alertness, deliver touch spells, empathic link, improved evasion, share spells, speak with master]; AL any; SV Fort +2, Ref +3, Will +2 [Master's base saves give Will +6]; Str 1, Dex 12, Con 11, Int 6, Wis 14, Cha 4.
Skills and Feats: Hide +21, Listen +4, Spot +4 [Master's skill ranks add Concentration +10 (+14 defensively), Craft (alchemy) +6, Decipher Script +6, Gather Information +1, Knowledge (arcana) +6, Knowledge (local) +6, Spellcraft +8]; Alertness.

Sweep (Ex): This special attack allows the Harvest Halon to sweep its arms from side to side as a standard action. The sweep affects a half-circle with a 15 foot radius, extending from an intersection on the edge of the juggernaut's space in any direction. Creatures within the swept area are affected if they are Medium size or smaller. A sweep automatically deals 2d6+12 damage plus 2d6 fire damage. Affected creatures can attempt DC 23 Reflex saves to take half damage (the save DC is Strength-based).

Equipment: wand of fireball (CL 6th), cloak of resistance +1, two potions of cure light wounds, scroll of confusion, scroll of phantasmal killer.

Budget 16,000 gp.
wand of fireball (CL 6th) 13,500
cloak of resistance 1,000
potion of cure light wounds 50
potion of cure light wounds 50
scroll of confusion 700
scroll of phantasmal killer 700
TOTAL 16,000 REMAINDER 0
 
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Cleon

Legend
I've just realized the Wicker Juggernaut's Burning Body is in error - the ability should add fire damage to all of the juggernaut's melee attacks (including its Stomp and Sweep), not just its slam attacks.

i.e.:

Burning Body (Ex): A wicker juggernaut's natural attacks and any melee weapon it wields deal an additional 2d6 fire damage. Creatures hitting a wicker juggernaut with natural weapons or unarmed attacks take fire damage as though hit by the construct's flaming body.

instead of:

Burning Body (Ex): A wicker juggernaut's slam attack deals bludgeoning damage plus 2d6 fire damage from the construct's flaming body. Creatures hitting a wicker juggernaut with natural weapons or unarmed attacks take fire damage as though hit by the juggernaut's slam attack.

I've updated the Wicker Juggernaut Working Draft accordingly.

EDIT: I've further tweaked the Fire Resistance SQ to:

Fire Resistance (Sp): A standard wicker juggernaut has fire resistance as a spell-like ability, if this is dispelled (caster level equals the wicker juggernaut's construction) the juggernaut can restart the fire resistance as a free action. A wicker juggernaut produced by the create guardian spell does not have fire resistance so will be quickly reduced to ash by its burning body ability unless the juggernaut is given fire resistance by some additional means. In either case, a wicker juggernaut's fire resistance protects the juggernaut’s equipment as well, including any passenger in its spell transmission slot.
 
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Cleon

Legend
I've realized I forgot to add the explanation as to what happens if the juggernaut or base creature is damaged. I had it figured out but never got around to writing it out.

I've added the following to the Hit Dice and Hit Points section of the Guardian Juggernaut Working Draft:

If an effect increases the base creature's hit dice or hit points (i.e. barbarian rage or the spells false life and barbarian rage) the guardian juggernaut's hit dice or hit points increase by the same amount. Similarly, if the base creature's hit dice or hit points are reduced by energy drain, damage or any other effect the guardian juggernaut's hit dice and hit points are similarly reduced. However, this connection is one-way. if the construct suffers damage or any other effect that alters its hit dice or hit points this does not affect the base creature – only the guardian juggernaut is affected. If the construct stops being a guardian juggernaut it loses the addition hit dice and hit points from the base creature minus any damage it has sustained but is otherwise unharmed.
 

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