Gargantuan Construct
Hit Dice: 50d10+60 (560 hp) Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 41 (–4 size, +25 natural, +10 deflection), touch 16, flat-footed 41
Base Attack/Grapple: +37/+68
Attack: Trunk +52 melee (4d10+19/19–20 plus petrification)
Full Attack: Trunk +52 melee (4d10+19/19–20 plus petrification) and 2 tusks +50 melee (3d8+9/19–20/x3) and stomp +50 melee (4d10+9/19–20)
Space/Reach: 20 ft./15 ft. (20 ft. w/trunk)
Special Attacks: Augmented critical (tusks), aura of fear, petrify- ing strike, shriek, softening gaze, thundering trample
Special Qualities: Blindsight 60 ft., constrict (4d10+19), construct traits, damage reduction 20/adamantine and epic, darkvision 120 ft., fast healing 10/hour, immunity to cold, electricity, fire, immunity to magic, improved grapple, indestructible, low-light vision, protective barrier, resistance to acid 10, telepathy
Saves: Fort +18, Ref +18, Will +24
Abilities: Str 49, Dex 10, Con —, Int 24, Wis 22, Cha 32
Skills: Balance +53, Bluff +64, Diplomacy +19, Intimidate +68, Jump +72, Knowledge (history) +60, Knowledge (tactics and war) +60, Listen +59, Sense Motive +59, Spot +59
Feats: Ability focus (aura of fear), Ability Focus (shriek), Ability Focus (softening gaze), Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (stomp), Improved Critical (trunk), Improved Critical (tusks), Im- proved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Multiattack, Power Attack Environment: Any open battlefield
Organization: Unique Challenge Rating: 24
Treasure: Self, plus any owned by riders Alignment: Always neutral evil
Advancement Range: — Level Adjustment: —
The hideous creature dominates the battlefield, dwarfing entire armies. It appears to be an enormous elephant, over 30 feet in height, made of solid jade. Cracks crisscross the body like battle scars, the tusks jut out a vicious angle, and its eyes glow a malignant green. Dried blood cakes its feet and tusks, and the ground trembles beneath its tread. A great leather howdah sits atop its back.
In its active form, the Juggernaut of Shaddar Khan is a ter- rifying construct unlike any other. It exists only to destroy, to make war, to crush lives beneath its inexorable tread.
The Juggernaut does, however, have its own motivations. As described previously, it may refuse to activate for a given master, or — as it prefers — may attempt to extort its “master’s” obedience once it has established itself as an
essential part of his activities. If the Juggernaut succeeds in cowing an owner into submission, it demands the individual rule in the most despotic manner imaginable. The Elephant exists for war and violence, so it demands on constant conquest and expansion. Further, it demands that the individual use the Elephant to keep his own populace in line; this grants the artifact more opportunity to kill, but also ensures that its former master’s list of enemies continues to grow, making it ever-harder to escape the Juggernaut’s influence. The Juggernaut also occasionally demands its master make sacrifices to an unnamed fiendish entity, lending credence to the theory that the artifact itself is empowered by an infernal or abyssal power.
The Juggernaut of Shaddar Khan speaks no languages, but can communicate telepathically with any creature within 100 feet that has a language. It can communicate telepathically with its owner to a distance of 10 miles.
Combat
The Juggernaut of Shaddar Khan is not a subtle combat- ant. Under most conditions, it simply tears through or tramples over anything in its path. It does have an expert’s grasp of strategy and tactics, however, and may act — or advise its master — to take an alternate approach, if a foe seems too difficult or too well prepared for brute force.
Aura of Fear (Su): The Juggernaut radiates an aura of sheer terror to a radius of 1,000 feet. Creatures with fewer than 5 HD are panicked for 5d10 rounds, with no save. Creatures with 6 to 15 HD must succeed on a DC 38 Will save or suffer the same. Creatures with over 15 HD who fail their save, or creatures with 6 to 15 HD who make their save, are instead shaken for 3d10 rounds. Creatures with more than 15 HD who make their save are unaffected. The save DC is Charisma-based.
No creature may be affected more than once by the same exposure, but if a creature leaves the aura and then reenters its area, it must attempt a new save.
The master of the Juggernaut may choose to render his allies immune to this aura, or to revoke that immunity, as a move-equivalent action. He need not explain to the Juggernaut who counts as his enemies and who does not. The magic of the artifact draws that knowledge directly from his mind and desires. The elephant’s master cannot deactivate the fear aura completely, however.
This aura does more than cause fear to those exposed to it, however. Anyone within its area of effect, whether or not they make their save, instantly becomes aware of the identity of the Juggernaut’s owner. No amount of protec- tive or deceptive magics can prevent this from occurring; the Juggernaut ensures that everyone it attacks knows the name of their conqueror.
Fast Healing (Ex): The Juggernaut’s fast healing ability functions only when it is in figurine form.
Immunity to Magic (Ex): The Juggernaut is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the Juggernaut, as noted below.
The Juggernaut of Shaddar Khan takes normal damage from magical acid and sonic attacks (though it does pos- sess some amount of acid resistance).
Any spell that alters the shape or consistency of stone (stone shape, transmute rock to mud, etc.) deals 1d6 points of damage per caster level (max 10). Stone to flesh reduces the Jade Elephant’s damage reduction by 5 points; flesh to stone reverses this effect. The Elephant may attempt reverse the effect on itself by striking itself with its pet- rifying strike, but this requires a full-round action. Such an attempt has a flat 50% chance of success.
Indestructible (Ex): No matter how much damage it takes, or how thoroughly it is destroyed, the Juggernaut eventually reforms at its standard fast healing rate. Only a few select means of destruction, as listed above, can destroy it permanently.
Petrifying Strike (Su): Anyone struck with the Juggernaut’s trunk attack must succeed on a DC 25 Forti- tude save or be turned to stone. A creature who succeeds is immune to this ability for 24 hours. The save DC is Constitution-based.
Protective Barrier (Su/Ex): Anyone within the howdah atop the Juggernaut’s back gains SR 30; energy resistance 15 against cold, electricity, and fire; energy resistance 5 against acid; and a +4 enhancement bonus to saves against poison. Additionally, anyone within the howdah has cover against any attacks launched from the ground. (This last benefit is an extraordinary ability, not supernatural.)
Shriek (Su): 120-foot cone, once every 1d4 rounds, damage 25d4 sonic, Reflex DC 27 half; anyone who fails the Reflex save must make a DC 27 Fortitude save or be permanently deafened. The save DC is Constitu- tion-based.
Softening Gaze (Su): Any stone or wooden object on which the Jade Elephant gazes is softened. (Magic and attended objects must succeed on a DC 27 Fortitude save to resist.) The object’s hardness is reduced by 15; if this takes it below 0, its hardness becomes 0 and the remainder is applied as damage against its hit points. This effect is permanent against nonmagical items; magical items recover from this damage at the rate of 1 point of hardness (or 1 hit point) per day.
Thundering Trample (Ex): Once every four rounds, Jade Elephant may make a trample attack as a full-round action. It may move up to double its movement rate, which increases to 40 for the duration of the round. Any creature or object into whose space it moves suffers 6d10+24 points of damage, and must succeed on a Reflex save (DC equals 10 + damage dealt) or fall prone. This is otherwise identical to a standard trample attack.
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