Latest News

A new update!

Home > Bestiary > Magical Beasts > Dual Horn Family >

Juggernaut (Dual Horn)A mighty-looking rampaging bull with quadhorns which sometimes breathes fire and shoots fire balls. Its gore is powerful and it is also heavily armored. – Imban

Juggernaut (CR 20)

XP 307,200
N Large magical beast
Init: +7; Senses Darkvision 60 ft., low-light vision, scent; Perception +32

 DEFENSE

AC 40, touch 12, flat-footed 37 (+3 Dex, +28 natural, -1 size)
hp 377 [494] (26d10+234)
Fort +23, Ref +20, Will +13
DR 10/-; Resist all 20

 OFFENSE

Speed 60 ft.
Melee 2 claws +36 (1d6+11), gore +37 (2d6+11)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (20-ft. cone, 18d6 fire damage, Reflex DC 31 for half, usable every 1d2 rounds), Crush Spike, Salvo

 STATISTICS

Str 32, Dex 16, Con 26, Int 6, Wis 16, Cha 8
Base Atk +26; CMB +38 (+40 bull rush, +42 overrun); CMD 50 (52 vs. bull rush, 54 vs. overrun/trip)
Feats Awesome Blow, Awesome Charge, Charge Through, Greater Overrun, Improved Bull Rush, Improved Initiative, Improved Natural Attack (Gore), Improved Overrun, Iron Will, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (Gore)
Skills Perception +32

 SPECIAL ABILITIES

Crush Spike (Ex)

When charging, a juggernaut deals quadruple damage with its gore attack.

Salvo (Su)

As a standard action, a juggernaut can breathe out three mighty fireballs, which each travel to any destination within 1440 feet and detonate with a low roar, generating a searing explosion of flame and dealing 8d8 points of fire damage to every creature within a 20-ft.-radius burst. Creatures caught in each explosion must make a Reflex save (DC 26) to take half damage.

ECOLOGY

Environment unknown
Organization solitary
Treasure standard (no gil)