Juggernaut (CR 11)

Huge Construct
Alignment: Always neutral
Initiative: -4 (Dex); Senses: all-around vision
Languages: Cannot speak


AC: 29 (-2 size, -4 Dex, +25 natural), touch 4, flat-footed 29
Hit Dice: 18d10+40 (139 hp); DR: 10/Adamantine
Fort +6, Ref +2, Will +8
Speed: 10 ft.
Space: 15 ft./15 ft.
Base Attack +13; Grapple +31
Attack: 6 slams +21 melee
Full Attack: 6 slams +21 melee
Damage: Slam 2d6+10
Special Attacks/Actions: Improved grab, spell-like abilities, squash 10d10+20
Abilities: Str 31, Dex 3, Con -, Int -, Wis 15, Cha 16
Special Qualities: construct traits, fast healing 10, immunities, SR 36
Feats:
Skills:
Advancement: 19-32 HD (Huge); 33-54 HD (Gargantuan)
Climate/Terrain: Any
Organization: Solitary
Treasure: None

Source: Monster Manual II

Combat

A juggernaut attacks by rolling slowly forward, crushing all in its path to dust. Those who avoid this attack find themselves targeted by the construct's powerful fists, which try to force them under its rollers. A juggernaut targets escaping foes with spell-like abilities that hinder or block movement, and then changes direction to roll over immobile creatures. It stops only when changing direction or when blocked by some insurmountable obstacle. A juggernaut uses wall of force not only to block fleeing opponents, but also to make bridges over rivers and chasms so that it can pursue escaping targets.

Improved Grab (Ex): If a juggernaut hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to grapple as a free action without provoking an attack opportunity (grapple bonus +31). If it gets a hold, it can attempt to thrust the opponent under its rollers in the next round, dealing automatic squash damage. Alternatively, the juggernaut has the option to conduct the grapple normally or simply use its hand to hold the opponent (-20 penalty on grapple check, but the juggernaut is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

Spell-Like Abilities: At will - forcecage, grease, hold monster, magic missile, slow, wall of force, web. Caster level 18th; DC 13 + spell level.

Squash (Ex): As a standard action during its turn each round, a juggernaut can literally roll over opponents at least one size category smaller than itself. This attack deals 10d10+20 points of bludgeoning damage. A squashed opponent can attempt either an attack of opportunity at -4 penalty or a Reflex save (DC 29) for half damage. A successful saving throw indicates that the target been pushed back or aside (target's choice) as the juggernaut moves forward.

All-Around Vision (Ex): A juggernaut can see in all directions at once. Because of this ability, it gains a +4 racial bonus to Search and Spot checks and it cannot be flanked.

Construct Traits: A juggernaut is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect requires a Fortitude save unless it also work objects. The creature is not subject to critical hits, subdual damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A juggernaut has darkvision (60-foot range).

Fast Healing (Ex): A juggernaut regains lost hit points at the rate of 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the juggernaut to regrow or reattach lost body parts.

Immunities (Ex): A juggernaut is immune to acid, electricity, and fire.

The Juggernaut first appeared in the Monstrous Compendium (TSR), though the original Stone Juggernaut appeared in S1 Tomb of Horrors (Gary Gygax, 1978).