Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(BECMI) (Stone Juggernaut)
Actions/Abilities/Traits: (BECMI) (Stone Juggernaut)
Action
1 crush
10-100

Actions/Abilities/Traits:
(BECMI) (Wood Juggernaut)
Actions/Abilities/Traits: (BECMI) (Wood Juggernaut)
Action
1 crush
8-80

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Flail
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.
Action
Multiattack
The juggernaut makes eight Flail attacks, one Pincer attack, and one Prismatic Spray Cannon attack.
Action
Pincer
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage.
Action
Prismatic Spray Cannon
The juggernaut uses its bejeweled arm to cast prismatic spray (spell save DC 20) in a 100-foot cone.
Special
Construct
The juggernaut obeys the simple commands of whoever activated it by placing a brain gem in its arm. It becomes inanimate if the brain gem is removed.
Special
Fire Absorption
Whenever the juggernaut is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Special
Immutable Form
The juggernaut is immune to any spell or effect that would alter its form.
Special
Insanity
If an inauthentic brain gem was used to activate the juggernaut artifact, it goes insane after 1d4 + 1 rounds, attacking all creatures in its vicinity and refusing to obey commands.
Special
Magic Resistance
The juggernaut has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The juggernaut's attacks are magical.
Special
Secret Compartment
A secret compartment exists inside the back of the juggernaut, big enough for four Medium humanoids.
Special
Vorpal Pincer
When it rolls a 20 on a Pincer attack roll against a creature of size Huge or less which has at least one head, the juggernaut has cut off one of the creature's heads. The creature dies if it cannot survive without the lost head. Creatures who do not have a head cut off instead suffer an extra 6d8 slashing damage from the hit.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
crush (4d10+24
24
Action
DC 34)
DC 34)
Action
slam
24 (4d6+19 plus
Special (Ex)
Crush
Special (Ex)
Immunity to Magic
Special (Ex)
Irresistible Force
Special (Ex)
Momentum
Special (Ex)
Rolling Destruction
Special (Ex)
Shrine
Special (Ex)
Unstoppable
Special (Ex)
Vicious Trample

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Fast Healing|Flaming Burst|Soul-Powered|Trample
You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts.
Special
|Fast Healing|Flaming Burst|Soul-Powered|Trample
Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Special
|Fast Healing|Flaming Burst|Soul-Powered|Trample
The juggernaut's slam attack inflicts 2d6 additional fire damage, and twice that amount on a critical hit. Its vicious trample attack deals this additional fire damage as well.
Special
|Fast Healing|Flaming Burst|Soul-Powered|Trample
When a juggernaut kills a creature with at least 5 Hit Dice and an alignment two or more steps away from the juggernaut's alignment, it gains a kill point. Add its current total kill points as a bonus on its attack rolls, combat maneuver checks, caster level checks, and skill checks. Add half its current total kill points as a bonus to its natural armor and spell resistance. The juggernaut loses 1 kill point every 24 hours.
Special
|Fast Healing|Flaming Burst|Soul-Powered|Trample
You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature.
Special
|Fast Healing|Flaming Burst|Soul-Powered|Trample
Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Melee 1
slam +24 (4d6+19 plus wounding)
Special
3/day
enervation
Special
CL
13th; Price 140,000 gp
Special
Faith-Bound (Su)
A juggernaut cannot attack any creature that openly wears or displays the holy symbol or unholy symbol of the deity to which the juggernaut is dedicated unless that creature first attacks the juggernaut.
Special
Requirements
Craft Construct, greater magic weapon, imbue with spell ability, make whole, stone shape, creator must be caster level 10th; Skill Craft (carpentry, sculptures, or stonemasonry); Cost 80,000 gp
Special
Shrine (Ex)
A juggernaut counts as a movable shrine for the deity or religion it is dedicated to.
Special
Soul-Powered (Su)
When a juggernaut kills a creature with at least 5 Hit Dice and an alignment two or more steps away from the juggernaut's alignment, it gains a kill point. Add its current total kill points as a bonus on its attack rolls, combat maneuver checks, caster level checks, and skill checks. Add half its current total kill points as a bonus to its natural armor and spell resistance. The juggernaut loses 1 kill point every 24 hours.
Special
Vicious Trample (Ex)
A juggernaut's massive rollers deal 8d6+38 points of damage on a successful trample attack.