Hit Dice: 24d10+60 (192 hp)
Speed: 40 ft. (8 squares)
Armor Class: 31 (–4 size, +0 Dex, +25 natural), touch: 6, flat-footed: 31
Base Attack/Grapple: +18/+46
Attack: Slam +30 melee (4d6+16)
Full Attack: 2 slams +30 melee (4d6+16)
Space/Reach: 20 ft./20 ft.
Special Attacks: Ectoplasmic salvo (see ectokinetics)
Special Qualities: Three Astral Construct abilities from Menu C, construct traits, damage reduction 10/- and 15/magic, darkvision 60 ft., low-light vision, carry master, ectokinetics
Saves: Fort +8, Ref +8, Will +8 or as master, see text
Abilities: Str 43, Dex 11, Con -, Int -, Wis 11, Cha 10
Challenge Rating: 15
Alignment: Always neutral
Advancement: See astral juggernaut power
Level Adjustment: -
A hulking mass of silvery ectoplasm the size of a small inn surges to its feet before you. Vaguely humanoid in shape, this titan is largely transparent. Under its opaque hide, you can see psionic energy coursing through silvery threads that wind and cluster all throughout its body.
Astral juggernauts are extremely powerful astral constructs brought into existence by the astral juggernaut power. Powered by an advanced psychokinetic system, an astral juggernaut is in nearly every way more powerful and dangerous than a normal astral construct.
Astral juggernauts generally appear as enormous humanoid forms composed of ectoplasm, although each one’s appearance can vary according to the whims of its creator. The creator of an astral juggernaut can craft and shape its appearance just as he could with an astral construct (see the SRD).
An astral juggernaut is usually 50 feet tall and weighs 30,000 pounds.
Astral juggernauts act as directed by their creators.
Carry Master (Ex): The creator of an astral juggernaut can enter a space within the juggernaut, from where he can find protection and grant the juggernaut a number of benefits. The creator must be able to touch the juggernaut. Entering or exiting the juggernaut is a full round action for the creator. Only the manifester who created the astral juggernaut can enter the juggernaut in this way.
Once inside the juggernaut, the creator is stored in a special compartment, and cannot move around inside the construct. He can breathe normally while inside, and can see and hear anything the juggernaut can (this includes the juggernaut’s darkvision and low-light vision). While carrying its master, the juggernaut uses its own saving throws or those of its master, whichever is higher. While the creator cannot be targeted by melee or ranged attacks (the space is completely contained giving him total cover), he is still vulnerable should the juggernaut be destroyed. Should the juggernaut reach 0 hit points while the creator is inside, he takes 10d6 points of damage. If the juggernaut dissipates or is destroyed while the creator is inside, he may appear in any space the juggernaut occupied of his choice.
The creator cannot be targeted or affected by powers or spells normally while inside the juggernaut, although powers enhanced with the Burrowing Power metapsionic feat can pass through the juggernaut to affect the creator inside. Likewise, the creator cannot affect targets outside of the juggernaut without use of the Burrowing Power metapsionic feat. The creator can use the juggernaut to deliver powers with a range of ‘Touch’, though. To do this, the astral juggernaut must either spend a standard action (in addition to the actions the creator took to manifest the power) to touch the target, or deliver the power through one of its natural attacks.
Ectokinetics (Su): If inside an astral juggernaut (see Carry Master), the creator can expend psionic power to make the juggernaut more powerful or activate special abilities. Enhancing the juggernaut in any of the following ways is a full round action for the creator. The creator’s may spend power points on one or more than one ectokinetics option per round, but the total cost may not exceed the creator’s manifester level.
Metaphysical Slam: The creator channels power into the juggernaut’s natural weapons. The astral juggernaut’s natural weapon attacks gain a +1 enhancement bonus to attack and damage rolls for every 4 Hit Dice it possesses. This effect lasts as long as the juggernaut does and costs the creator 7 power points.
Metaphysical Defense: The creator channels power into the juggernaut’s psionic defense systems. The astral juggernaut gains a +1 insight bonus to AC and all its saving throws for every 4 Hit Dice it possesses. This effect lasts as long as the juggernaut does and costs the creator 7 power points.
Rapid Repair: The creator channels power into repairing damage the juggernaut has sustained. The astral juggernaut is healed 10 points of damage for every power point the creator spends.
Master’s Enhancements: The creator opens up the juggernaut’s hidden abilities. The astral juggernaut gains a bonus feat from the following list even if it does not meet the prerequisites: Ability Focus, Awesome Blow, Empower Spell-Like Ability, Quicken Spell-Like Ability, Stand Still (SRD). Unless otherwise noted, these feats are from the SRD. This ability costs the creator 5 power points for each feat, and may be used more than once in the same round.
Ectoplasmic Salvo: The creator can expend psionic power to blast enemies with bolts of psychokinetically charged ectoplasm. Activating the salvo requires the creator to expend 10 power points, and after each use the creator must wait 1d4 rounds to before firing it again. The ectoplasmic salvo does 1d10 points of force damage to a single target for every Hit Die the juggernaut possesses. The creator must make a ranged touch attack to hit the target, although he may use his key ability modifier in place of his Dexterity modifier if he wishes. Ectoplasmic salvo has a maximum range of 200 feet.
Alternatively, the creator can choose to affect multiple targets with a single use of the ectoplasmic salvo. This requires making ranged touch attacks for each individual target, and the dice of damage are divided up between targets as the creator sees fit. For example, if inside a 24 HD construct and targeting three creatures, the creator could choose to deal 8d10 damage to all three, or 7d10 to two targets and 10d10 to the third, or any other combination adding up to no more than 24d10 damage. The creator must decide how the damage is to be divided before making the ranged touch attack rolls.
Construct Traits: An astral juggernaut has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
Creating an Astral Juggernaut:
Creating an astral juggernaut is very similar to creating an astral construct – including selecting menu choices when manifesting the astral juggernaut power. See page the SRD for more information. An astral juggernaut has three abilities of the manifester’s choice from Astral Construct Menu C, which can each (as usual) be swapped for two Menu B options, which can in turn each be swapped for two Menu A options at the manifester’s choice.
An astral juggernaut, however, is not an astral construct. While all menu options still operate for it, feats, powers, and other special abilities that specifically modify astral constructs (including the Durable Construct HC feat, the ectoskeleton or stabilize construct HC powers, and the abilities of the phenotype impressionist) do not affect astral juggernauts. The only exceptions are the Boost Construct feat and ecto protection (or similar abilities at the GM’s option).