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Juggernaut

Creature 13 (rare) — human, humanoid

CrasherAnvilLAND

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; darkvision
Languages common
Skills athletics +27, crafting +26, Engineering Lore +24, intimidation +26
Str
+8
Dex
+3
Con
+4
Int
+2
Wis
+2
Cha
+2
Items Juggernaut Armor, Artisan's Toolkit (Blacksmithing), Repair Toolkit
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 cone of cold (DC 31 Reflex)

Electricity 60-foot line of electricity (DC 31 Reflex)

Fire 30-foot cone of fire (DC 31 Reflex)

Poison 30-foot 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
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

WORKS WELL WITH

AnvilLANDAnvil holds enemies in formation while Crasher tramples through them, splitting defensive lines with area damage.
WeaverLANDWeaver repositions enemies into clusters that the Crasher's Trample and Energy Projector can devastate in a single pass.
MenderLANDMender sustains the Crasher through frontline attrition, compensating for its low Reflex and lack of self-healing.

PUNISHES

✖ clumping✖ standing still✖ low Reflex
same-role congestion
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder NPC Core.

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