Juggernaut
Creature 13 (rare) — human, humanoid
The heavy suit of mechanical metal armor a juggernaut wears is custom-built and highly complex and specialized to its wearer. Other creatures can't make use of the armor unless they have similar skill and customize it thoroughly. Although relatively uncommon across much of Golarion, the frequently eccentric but undeniably brilliant minds who create elaborate devices of clockwork, gunpowder, and steam often loom much larger in the public eye than their numbers would suggest.
Source: pathfinder-npc-core
Perception +21
Skills athletics +27, crafting +26, intimidation +26
Str
+8
Dex
+3
Con
+4
Int
+2
Wis
+2
Cha
+2
AC 33
Fort +25
Ref +19
Will +21
HP 250
Speed 20 feet
Offense
Melee Integrated Weapon +27, Damage 3d8+12 untyped
Melee Plated Fist +27, Damage 3d4+14 bludgeoning
Abilities
Integrated Weapon — A juggernaut's armor includes one integrated melee weapon, such as a diamond-tipped rotary saw blade, massive pneumatic drill, or heavy spiked gauntlet. The specifics don't change the damage dealt by its Strikes, but determines whether it deals bludgeoning, piercing, or slashing damage. A juggernaut with tools and a workshop can spend 2 hours to swap their armor's integrated weapon.
Power Source — Juggernaut armor requires a power source built into the armor—such as a steam boiler, Stasian coil, or alchemical reservoir. This determines a damage type—cold, electricity, fire, or poison—for certain abilities.
Galvanized Plating — The juggernaut has resistance 10 to the damage type of the armor's power source.
Self-Destruct —
Energy Projector (alchemical) — A juggernaut carries a powerful cannon-like projectile weapon that requires two hands to wield and deals 14d6 @actor.flags.system.powerSource damage to all creatures in its area with a DC 31 basic save; the damage type, area, and save are based on the armor's power source, as listed below. Once activated, Energy Projector can't be used again for 1d4 rounds.
Cold 30-foot type:cone of cold (DC 31 Reflex)
Electricity 60-foot type:line of electricity (DC 31 Reflex)
Fire 30-foot type:cone of fire (DC 31 Reflex)
Poison 30-foot type:cone of poison gas (DC 31 Fortitude)
Jump Jets (alchemical) — The juggernaut gains a Fly speed of 15 feet until the end of their current turn. If the juggernaut isn't on solid ground when they lose their fly Speed, they fall. After the effect ends, the juggernaut can't use Jump Jets again for 1 round.
Trample — Medium or smaller, plated fist, DC 33 Reflex
Trample
Run Juggernaut in the encounter builder — free, no install.
Open in PathfinderGM →