Juggernaut, War

kinem

Adventurer
This is based on the juggernaughts in the D&D module X4: Master of the Desert Nomads (David Cook, 1983). I know there's one in MM2, and one in the Creature Crypt, but I'm not satisfied with either of those. This is supposed to be a more straightforward conversion, suitable for use in a conversion of the module, but with some modifications to make it more in line with how I see it.

What do you think? Thanks.

Juggernaut, War

Code:
 		Wood							Stone
	 	Huge Construct						Gargantuan Construct
Hit Dice:	25d10+40 (177 hp)					30d10+60 (225 hp)
Initiative:	+0							+0
Speed:		30 ft. (6 squares)					20 ft. (4 squares)
Armor Class:	18 (-2 size, +10 natural), touch 8, flat-footed 18	24 (-4 size, +18 natural), touch 6, flat-footed 24
Base Attack/Grapple:	+18/+38						+22/+49
Attack:		--							--
Full Attack:	--							--
Space/Reach:	30 ft./0 ft.						30 ft./0 ft.
Special Attacks:Crush (8d10+12 + knock prone, Reflex negates DC 22)	Crush (10d10+15 + knock prone, Reflex negates DC 25)
Special Qualities:	Construct traits, damage reduction 5/adamantine (Wood) or 10/adamantine (Stone), darkvision 60 ft., 
low-light vision, stable, occupiable, spell resistance 23 (Wood) or 25 (Stone), fire vulnerability (Wood) or fire immunity (Stone),
self-repair, good fortitude
Saves:		Fort +14, Ref +8, Will +8				Fort +17, Ref +10, Will +10
Abilities:	Str 35, Dex 10, Con -, Int -, Wis 11, Cha 1		Str 40, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills:		--							--
Feats:		--							--
Environment:	Any							Any
Organization:	Solitary or Crew (1 + 1-4 occupants)			Solitary or Crew (1 + 1–4 occupants)
Challenge Rating:	13						15
Treasure:	Per occupants						Per occupants
Alignment:	Always neutral						Always neutral
Advancement:	By variant						By variant
Level Adjustment:--							--

Juggernauts are huge magical machines. They look like forts, houses, pyramids or statues mounted on great rollers. They are magically animated and have some awareness of their surroundings, allowing
them to hunt and kill. They are made of wood or stones. They are typically built for use in war, being too large and cumbersome to serve as dungeon guardians.

Each juggernaught can be commanded by those who know the proper command words and who are attuned to it. Commands must be simple, such as “attack”, “retreat”, “go forward”, “stop”, “park”, etc. If there are occupants, only they or the creator can successfully issue commands. Becoming attuned to a particular juggernaught requires spending at least 8 hours within 30’ of it while it is “parked”. This attunement lasts one week if it is not renewed. The juggernaught’s creator can always command it and such commands override any other commands. As an additional failsafe, a juggernaught can be commanded to stop attuning new people to itself (though still renewing existing attunments); only the creator can reverse that command.

Combat: Juggernauts are more maneuverable than they look. They can stop, back up or turn in one round. The rollers are flexible and actually are broken into left and right sections that turn independently, allowing turns.

However, they are not as maneuverable as normal creatures: They must move at least 3 squares to make a 45 degree turn, and they can not reverse direction more than once per round. They attack creatures along any path they follow by rolling over the victims with their huge wheels on 30' wide rollers. They have no ability to distinguish “friend” from “foe” and simply attack either the nearest creatures or the creatures in a direction they are ordered to go.

Crush (ex): As a full-round action, it can move up to twice its speed (or up to four times its speed if only moving in a straight line) and literally run over any opponents at least one size category smaller than itself.

Targets can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, opponents can attempt Reflex saves to avoid damage by getting out of the juggernaught’s path (and will move to the nearest point out of the path). Each target that takes damage is knocked prone.

If a target’s space is larger than 5 feet, it is only subject to the attack if the juggernaught moves over all the squares it occupies. If it moves over only some of a target’s space, the target can make an attack of opportunity against the juggernaught at a -4 penalty.

Opponents (or stuctures) that are too large to be overrun are also subject to the attack, but the juggernaught simply slams into them and halts there. Each such target that takes damage is knocked prone unless successful in a Strength or Dexterity Check (whichever has the higher modified) against the juggernaught’s modified Strength check (+24 for Wood, +31 for Stone). If successful in this check, such a defender may immediately react and make a Strength check (modified as per an Overrun attack) to try to knock the juggernaught prone, against a special Strength check with a total bonus of +44 for Wood, +51 for Stone.

The save DC against a juggernaught’s crush attack is Dex based. A juggernaught can only deal crush damage to each target once per round, no matter how many times its movement takes it over a target creature (except for those starting a climb attempt as described below).

The above assumes there is room for targets to get out of the way. In a restricted channel exactly the right width, there is no saving throw allowed if the floor is smooth and paved. If the floor of the channel is rough or natural, allow a save for half damage.

Remember that death due to massive damage is a risk (Fort DC 15 negates) if targets take more than the threshold damage, which standardly is 50 hp.

Stable (ex): A juggernaught has a +20 racial bonus on checks to avoid being knocked prone, as long as it’s on fairly level terrain (less than 30 degrees). It can not enter a slope of more than 45 degrees without falling prone, and will avoid doing so even if ordered. However, if it is knocked prone, it is effectively helpless since it can not move or stand up. Occupants will take 1d6 damage (Reflex half DC 15) if it is knocked prone. A prone juggernaught can be lifted and set upright by a creature that succeeds on a Strength check (DC 54 for Wood, 61 for Stone).

The spell reverse gravity can be used to attempt to knock a juggernaught prone, but it recieves a special Reflex save to roll out of the effect when so used, and it gains a +20 bonus on this save. The same spell can also be used to get a prone juggernaught back up; it must make a Reflex save to avoid this as well but without the bonus.

Occupiable (ex): Up to four creatures of medium size or smaller can fit inside the hollow chamber of a juggernaught. In order to get inside, they must climb up (DC 10 if “parked”) and enter through a small door on one side, or enter through the tiny windows.

Attempting to leap on and climb up while the juggernaught is active requires a Reflex save to avoid the Crush attack (even if that person has already been so attacked that round), and if successful, a DC 25 climb check. Hanging on each round requires a DC 25 climb check, but a person successfully hanging on can not be targeted by the Crush attack. Any occupants of the juggernaught can attack such climbers.

The door is locked and can not be unlocked unless the juggernaught is commanded to “park” and to open it. It can be smashed open by a climber or flying attacker (AC 20 (Wood) or 28 (Stone), 60 hp, hardness 10) or pried open with a Strength check (DC 30 (Wood) or 35 (Stone)). Knock spells will not work.

Those inside have improved cover (+8 to AC, +4 to Reflex saves, the effect of improved evasion, and +10 to Hide checks (hiding inside the juggernaught only)). Any attack aimed at those inside which misses will hit the juggernaught if the attack roll would be high enough to hit the construct’s AC. Those inside can also crouch low (treat as prone), giving them total cover against opponents on the ground, but they can’t attack through the windows while so doing.

Those inside can attack through the open windows, but on any round in which the juggernaught moves or attacks, they take a –4 penalty on ranged attack rolls and must make a Concentration check (DC 10 + spell level) to cast a spell or use a spell-like ability. They can also issue commands to the juggernaught as a free action, which will take effect on its initiative. If confusing or contradictory commands have been issued, they will all be ignored.

Self-repair (su): A juggernaught that is “parked” for at least a day will heal 1 hp/HD/day and will repair damage to the door at 10 hp/day.

Good fortitude (ex): Juggernaughts have good fortitude saves.

WOOD
Fire vulnerability (ex): A Wood juggernaught takes +50% fire damage.

STONE
Fire immunity (ex): A Stone juggernaught takes no fire damage.

VARIANT: MOBILE FORTRESS
This modification to the basic design allows up to 16 individuals of small or medium size to occupy the juggernaught: 12 around the periphery, and 4 elevated and in a central tower. Such juggernaughts have +2hp/HD, and +1 CR. Add 25,000 gp to the cost and 50,000 gp to the price.

VARIANT: SPELL-READY
With this modification, the juggernaught’s spell resistance does not apply to spells cast by attuned individuals occupying it. Also, it has a special hole in the interior through which magic potions can be poured, which will take effect without checking spell resistance. Spells typically chosen to be cast on such a juggernaught include mage armor, cat’s grace, and repair light damage. Casting fly is of little use as the construct will not choose to use that ability. The CR is unchanged, but feel free to take any spells cast into account when determining an EL or xp reward if there are spellcasting occupants. This variant can be combined with any of the others. Add 25,000 gp to the cost and 50,000 gp to the price.

VARIANT: ORB SHOOTING
This variant has a dragon-like head mounted on top and able to swivel around. When the order is given orbs can shoot from the mouth to attack targets as a supernatural ability usuable as a free action and up to once per round. Unfortunately, the construct will often tend to pick targets randomly, sometimes even attacking hills or trees, but will tend to target flying attackers. If it hits (ranged touch attack +16 for Wood, +18 for Stone; range increment 200’; maximum range 2000’), it will do 3d20 force damage. Add +1 to the CR, and 25,000 gp to the cost and 50,000 gp to the price.

CONSTRUCTION
The wood or stone must be of exceptional quality, and costs 5,000 gp (Wood) or 6,000 gp (Stone). A juggernaught looks solidly built, but is not quite as massive as it appears, as it is built using a strong honeycomb-like internal structure to reduce weight and allow maneuverability. Assembling the body requires a DC 25 Craft (woodworking) check or a DC 25 Craft (stonemasonry) check.
CL 14th; Craft Construct, repair light damage, geas/quest, hold portal, spell resistance, warp wood (Wood) or stone shape (Stone); caster must be at least 14th level; Price 150,000 gp (Wood) or 250,000 gp (Stone); Cost 75,000 gp + 3,000 XP (Wood) or 125,000 gp + 6,000 XP (Stone).

Based on the juggernaughts in the D&D module X4: Master of the Desert Nomads (David Cook, 1983).
 
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Notes:

I'm not sure what the CR should be. It's not really meant to be fought by a high level party, but rather to scare the hell out of a mid level party and to roll over low level mass combat troops. The basic problem is that has no defense against flying attackers, except for its allies (if any) which would target those.

It would almost be easier to convert this monster to 4th edition, because it's a solo monster waiting to happen - super tough, but meant to be fought by mid level opponents, and without the abilities needed to really challenge high level PCs. I don't like a number of things about 4e, but I guess this shows that not all the new concepts are totally useless.

I didn't give it spell immunity because I don't like that ability for constructs - it's bad enough that all golems have it, and there's no reason other constructs must. Also, spells were one of the best ways to fight the original X4 version. Besides, with all the orb spells and the like being common these days, spell immunity provides little protection against spells.
 

Well, CR means what level party of 4 characters should be able to fight it reasonably. So CR just means a monster is reasonably a "solo" monster for a party of level=CR. WotC is just repackaging things into "monster level" and minion vs solo or whatever.

Just on a look-over, I'd say your CR is ok. These look pretty good.
 

freyar said:
Well, CR means what level party of 4 characters should be able to fight it reasonably. So CR just means a monster is reasonably a "solo" monster for a party of level=CR. WotC is just repackaging things into "monster level" and minion vs solo or whatever.

Fighting a monster of equal CR should deplete about 25% of a party of 4's resourses. It typically would be fought by a part of level = its CR, but it could be fought by a party of lower or higher level for a hard or easy fight. Such flexibility is limited though, because a low CR monster can often be ignored by a high level party, while a high CR monster often risks a TPK (or else it could still turn out to be a quick anticlimactic fight), if the CR is just a few different from the party's level. This is because both attacks and defenses scale with level.

A "solo" monster will be meant to provide a long, hard fight for a party of its level. Its attacks aren't that much better than normal for its level, but it has a lot more hit points and better defenses. It doesn't need attacks powerful enough to threaten a higher-level party.

A "minion" is meant to go down quickly. Its attacks are normal, and can still theaten the party so it can't be ignored, but it has half the normal amount of hit points and poor defenses.

Just on a look-over, I'd say your CR is ok. These look pretty good.

Thanks.
 

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