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Coral JuggernautCreature 9


UncommonLargeConstructMindless
Source Pathfinder Lost Omens High Seas
Perception +15 (darkvision)
Languages none
Skills Athletics +20
Str +6, Dex +0, Con +4, Int -5, Wis +0, Cha -5

AC 27; Fort +21; Reflex +15; Will +15;
HP 155
Speed 20 feet (swim 25 feet)
Resistances Physical 5, Spells 10

Claw One Action +21 (+17, +13) to hit (agile, magical, reach 10) 2d10+8 Slashing

Fast Healing 5 (While Underwater)

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Bioluminescent Mucus Free Action (aura, poison, primal)

Trigger The coral juggernaut rolls initiative while in water


Effect The vampire squids within the juggernaut's body are startled, causing them to exude a cloud of bioluminescent mucus in a 15-foot emanation that lasts for 1 minute. Non-squid creatures (other than the coral juggernaut) who end their turn within the cloud must succeed at a DC 23 fortitude save or become Sickened 1 (or Sickened 2 on a critical failure). The creature is then temporarily immune for 24 hours.

Shattered Coral

Once the coral juggernaut is reduced to fewer than half its Hit Points, its resistance to physical damage is reduced by 5 and it gains a +10-foot circumstance bonus to its Speeds.

Constrict One Action

(1d10+8) bludgeoning, DC 25 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Electric Eel Shock Two Actions (electricity, incapacitation)

Requirements The coral juggernaut has a creature Grabbed or Restrained


Effect The electric eels that live within the coral juggernaut unleash jolting waves of electricity. The required creature takes 4d8 electricity damage and must attempt a DC 28 fortitude save. On a failure the creature is also Stunned 1 for 1 round (Stunned 2 for 1 round on a critical failure).

Riptide Silt Two Actions

The coral juggernaut unleashes a powerful wave of silt and water that rises from the ground 30 feet away and surges back toward the juggernaut in a straight line. Each creature in the wave's path must attempt a DC 25 reflex save.


Critical Success The creature avoids the wave and is unaffected.

Success The creature is Off-Guard until the end of its next turn due to the wave's force.

Failure The creature is swept into a square adjacent to the juggernaut and is off-guard until the end of its next turn.

Critical Failure As failure, and the creature is also slammed against the juggernaut, taking 2d6 bludgeoning damage, and falls Prone.

Symbiotic Assault Two Actions

Requirements The coral juggernaut has a creature Grabbed or Restrained


Effect The staghorn corals growing on the outer edge of the coral juggernaut start walking from place to place, dragging their stony branches against the required creature. The creature takes 5d10[slashing],1d8 bleed damage (DC 25 reflex save).

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.


Fashioned from vibrant coral reefs and ancient sediment, coral juggernauts are crafted for both formidable strength and striking appearance. With the inspiration for their design drawing from the ocean's fluidity and chaos, these constructs can resemble anything from graceful aquatic creatures to monstrous amalgamations of coral and rock. Adorned with sharp coral spikes and flowing tendrils of plant life, they possess a mesmerizing yet terrifying presence.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.