Cleon
Legend
Juggernaut (Variant Stone Golem, Monstrous Manual)
Juggernaut
Climate/Terrain: Any
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Nil
Intelligence: Non- (0)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: 3-12
Hit Dice: 10-13
THAC0: 10 HD: 11, 11-12 HD: 9, 13 HD: 7
No. of Attacks: Up to 6
Damage/Attack: 2-12
Special Attacks: Crushing
Special Defenses: Immune to fire
Magic Resistance: Nil
Size: L to H (8' to 20')
Morale: Elite to champion (13-16)
XP Value: 10 HD: 3,000 + 1,000 per additional Hit Die
These variant golems are close relatives of the dreadful stone golems. They are generally created by powerful wizards and employed as guards or servants in a wide variety of settings.
Juggernaut
The juggernaut generally appears as a huge, powerful stone vehicle of some sort, with wheels or rollers for locomotion.
A juggernaut is clumsy and slow moving, but it makes up for these handicaps by rolling right over opponents in a deadly crushing attack. A juggernaut has a movement rate of 3 in its first round of animation. This increases by 3 each round to a maximum of 12. A juggernaut is slow to turn, and can change direction only 90 degrees for every 30 feet of movement.
Anyone caught in the path of a juggernaut charge is run over by the thundering behemoth, though the juggernaut must make a normal attack roll if the victim can avoid the charge. A hit indicates that the victim is crushed, suffering 10d10 points of damage. In addition, every item carried by the victim must roll a saving throw vs. crushing blow to avoid destruction. A successful saving throw vs. death magic entitles the victim to only half damage, but it does not protect his equipment.
Some juggernauts are a unique crossbreed of stone golem and mimic. Once animated, these juggernauts can alter their shape as the mimics do. They can grow up to six limbs, each designed for current needs. For example, if it wishes to sound a warning, a limb may grow into a trumpet or horn. In combat, its limbs become maces or hammers that inflict 2d6 points of damage each, due to its great strength. A juggernaut can rarely bring more than two limbs to bear on a single opponent.
Juggernaut
Climate/Terrain: Any
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Nil
Intelligence: Non- (0)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: 3-12
Hit Dice: 10-13
THAC0: 10 HD: 11, 11-12 HD: 9, 13 HD: 7
No. of Attacks: Up to 6
Damage/Attack: 2-12
Special Attacks: Crushing
Special Defenses: Immune to fire
Magic Resistance: Nil
Size: L to H (8' to 20')
Morale: Elite to champion (13-16)
XP Value: 10 HD: 3,000 + 1,000 per additional Hit Die
These variant golems are close relatives of the dreadful stone golems. They are generally created by powerful wizards and employed as guards or servants in a wide variety of settings.
Juggernaut
The juggernaut generally appears as a huge, powerful stone vehicle of some sort, with wheels or rollers for locomotion.
A juggernaut is clumsy and slow moving, but it makes up for these handicaps by rolling right over opponents in a deadly crushing attack. A juggernaut has a movement rate of 3 in its first round of animation. This increases by 3 each round to a maximum of 12. A juggernaut is slow to turn, and can change direction only 90 degrees for every 30 feet of movement.
Anyone caught in the path of a juggernaut charge is run over by the thundering behemoth, though the juggernaut must make a normal attack roll if the victim can avoid the charge. A hit indicates that the victim is crushed, suffering 10d10 points of damage. In addition, every item carried by the victim must roll a saving throw vs. crushing blow to avoid destruction. A successful saving throw vs. death magic entitles the victim to only half damage, but it does not protect his equipment.
Some juggernauts are a unique crossbreed of stone golem and mimic. Once animated, these juggernauts can alter their shape as the mimics do. They can grow up to six limbs, each designed for current needs. For example, if it wishes to sound a warning, a limb may grow into a trumpet or horn. In combat, its limbs become maces or hammers that inflict 2d6 points of damage each, due to its great strength. A juggernaut can rarely bring more than two limbs to bear on a single opponent.