Jagganath Creature (CR +3)

The unstoppable force powered by the endless forward motion of the universe sent to pursue those who offend the powers that be. The creature blessed by this divine mantle will purse you implacably and unrelentingly. You cannot stop it, you cannot kill it, and you cannot destroy it. If you are fortunate, you might slow it down. Sometimes this creature mocks you for your inability to hinder it other times it is simply mute. It always keeps on walking after you, for it is the Jagganath creature.

Creating a Jagganath Creature

“Jagganath” is an acquired template that can be added to any creature with a base movement speed of 5-ft. or greater. A jagganath creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +3

Armor Class: Natural armor changes to +40.

Defenses/Qualities: It gains DR 15/-, fast healing 1, does not need to breath, drink, eat, or sleep; Immune acid, ability damage, ability drain, charm, cowering, compulsion, dazed, death effects, electricity, energy drain, exhausted, fatigued, fascinated, natural cold, paralyzed, petrified, pinned, prone, and sonic; Resist cold, fire 5; Weakness vulnerability to spells or effects that cause the Confused, Disabled, Entangled, Grappled, or Staggered Condition.

Special Abilities: A jagganath gains the following special abilities.

Immunity to Magic (Ex): A Jagganath is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

  • A magical attack that deals cold damage inflicts the staggered condition upon a Jagganath for 3 rounds, with no saving throw.
  • A magical attack that deals force or fire damage breaks any confused, disabled, entangled, grappled, or staggered condition on the jagganath and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Jagganath to exceed its full normal hit points, it gains any excess as temporary hit points for 1 hour. A Jagganath gets no saving throw against fire or force effects.
  • A Jagganath is affected normally by any spell that inflicts a Confused, Disabled, Entangled, Grappled, or Staggered Condition, even if it would normally be immune to such a spell.

Unstoppable Force (Ex): The Jagganath creature takes at least a 5’ step once a round. Even if inflicted with the Helpless condition the Jagganath creature moves at least 5’ in a random direction. If a creature bars the Jagganath’s way, the Jagganath can attempt a free action bull rush attempt with a +40 circumstance bonus to the roll, if successful the Jagganath creature moves the creature with it. If it is an inanimate object, it gains the broken condition and a hole the size of which the Jagganath can pass through is created. Usually this hole is one size category smaller than the Jagganath, unless it has 10 ranks in Escape Artist, then the hole can be the size of its head. This costs the Jagganath 30 feet of movement (if it has 10 ranks in Escape Artist it costs it only 10 feet of movement).

Abilities: Increase from the base creature as follows: Str +10 (+5 to attack and damage, +5 to Climb and Swim skill checks, +5 to Strength, and CMB checks, +5 to CMD, +5 to the DC of any of the base creature’s Strength-based DCs ) Con +10 (+5 hp per HD, +5 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Cha -4 (-2 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, -4 to any of the base creature’s Charisma-based DCs) to a minimum of 1.

Skills: The base creature gains Intimidate as a class skill and gains bonus ranks in Intimidate equal to its HD. It gains a +8 racial bonus to Intimidate checks and can Take 10 with Intimidate, even while rushed and threatened.

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