Bone Juggernaut

Bone Juggernaut
Gargantuan Construct
Hit Dice: 30d10+60 (225 hp)
Initiative: +0
Speed: 50 ft.
Armor Class: 36 (-4 size, +30 natural), touch 8, flat-footed 28
Base Attack/Grapple: +22/+39
Attack: Bite +31 melee (4d6+13)
Full Attack: Bite +31 melee (4d6+13) and claw +29 melee (2d6+7) and tail slap +29 melee (2d8+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Absorption, breath weapon, trample (2d8+20)
Special Qualities: Construct traits, DR 15/bludgeoning and adamantine, darkvision
Saves: Fort +12, Ref +12, Will +12
Abilities: Str 35, Dex 10, Con -, Int -, Wis 10, Cha 1
Feats: MultiattackB, Power AttackB
Environment: Any
Organization: Solitary
ECL: 17
Treasure: Nil
Alignment: Always Neutral
Advancement: 31-60 HD (Gargantuan)

A bone juggernaut is a hideous construct representing the pinnacle of the necromancer's arts – a huge amalgam of dozens of skeletons of all sizes, 30+ feet long and 10 feet high at the shoulder. The thing roughly resembles a huge, lumbering, four-legged beast with a large head filled with sharp teeth, clawed feet, and a long tail. These creatures are always found acompanying necromancers of power.


A bone juggernaut is not subtle in combat – it seeks to squash its opponents with sheer power, using any means possible. If left to its own devices, it concentrates on the largest or most powerful opponent (that being the one dealing the most damage to it). It typically opens with a breath weapon, then moves toward its chosen target, biting and using its claws, unless its controller commands it otherwise.

Absorption (Ex): At will, as a full-round action, a bone juggernaut can absorb any skeletal undead, construct of Large or smaller size, or a spell effect that uses bones (wall of bones, e.g.). In order to do so, it must make a successful grapple check; unintelligent undead are automatically absorbed, while intelligent undead and constructs can make a Fort save (DC 17) to avoid being absorbed. The juggernaut permanently gains 5 hit points per HD of the being absorbed; for each 10 hit points gained in this manner, it gains another HD. In order to absorb a spell effect, it must merely touch the effect; the spell must make a Will save using its caster's save, or it is automatically destroyed and the juggernaut gains 5 hit points per spell level. It can also absorb the bones to heal damage to its body, at the same rate. A juggernaut cannot increase its maximum hit points or HD if it is damaged – absorbed bones always go to repairing damage first.

Breath Weapon (Su): Three times per day, a bone juggernaut can breath a 50 ft. cone of bone shards. Anyone caught in the cone must make a DC 25 Reflex save or take 15d4 points of piercing damage. The save DC is Constitution-based.


A bone juggernaut is made from a mass of bones at least 20 cubic feet in size. Assembling the body requires a DC 20 Heal check.

CL 20th; geas/quest, bone meld, enlarge skeleton, Shara's boneshards, caster must be at least 20th level; Price 227,000 gp.

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