Glacial Juggernaut (3.5e Spell)
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|Conjuration (Creation) [Cold]|
|Level:||Hellrime 7, Sorcerer/Wizard 7|
|Casting time:||1 round|
|Range:||Close (25 ft. + 5 ft./2 levels)|
|Effect:||One block of solid ice|
|Saving Throw:||Fortitude partial|
You create a massive block of semi-sentient ice (hereafter referred to as a ’juggernaut’) that you can sculpt as you wish; whatever its exact appearance, it has the same general dimensions and size. The juggernaut is treated as a Huge-size creature with no reach, but gains an additional size for every three additional levels the caster possesses (Gargantuan at 16th, Colossal at 19th). It has hardness equal to the caster’s level and 20 hit points per caster level; increase the number of hit points per CL by 10 for each additional size category. The juggernaut is healed by cold damage and takes only half damage from any elemental source other than fire, which deals normal damage. Regardless of its size, the juggernaut possesses a Strength score equal to your caster level multiplied by 2 ½ (rounded down).
Once conjured, the juggernaut may be commanded by the caster as an immediate action, at which point it may move up to 20 feet plus 20 additional feet per size it possesses above Huge. This speed is increased by one and a half times when the juggernaut is moving over a grease or similar effect.
The juggernaut cannot attack or grapple an opponent in the conventional sense. Instead, it automatically bull rushes any opponent unfortunate enough to be in its path. A successful bull rush forces the character to make a Fortitude save or be knocked prone and crushed, taking 10 points of bludgeoning damage per caster level. Should the juggernaut stop on the same space in which a foe was successfully knocked prone, they are pinned until they either make a new Fortitude save to slide out from under the juggernaut (which they make take at the beginning of the caster's next turn) or the juggernaut moves again. A creature who is already pinned in this fashion is still entitled to another Fortitude save if they are attacked on the juggernaut's next move.
A successful save halves the damage and prevents the foe from being knocked prone, instead shunting them to the side as they slide along the ice. Anyone within 5 feet of the juggernaut at the start of each round, or anyone who has been rolled over by it during the last round, takes 1d6 points of cold damage per four caster levels at the beginning of the next round.
|Article Balance||Very High +|
|Author||ThunderGod Cid +|
|Component||V + and S +|
|Identifier||3.5e Spell +|
|Level||Hellrime 7 + and Sorcerer/Wizard 7 +|
|Summary||You create a giant block of semi-sentient ice that moves as you do. +|
|Title||Glacial Juggernaut +|