Medium or Small Humanoid (Any Race), Neutral
AC 18 (Voidsteel Greatplate)    Initiative +4 (14)
HP 95 (10d10 + 40)
Speed 25 ft., Fly 25 ft. (Hover)
Mod Save
STR 18 +4 +7
DEX 12 +1 +1
CON 18 +4 +7
Mod Save
INT 10 +0 +0
WIS 11 +0 +0
CHA 13 +1 +1
Skills Athletics +6, Intimidation +3, Perception +2
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft.; Passive Perception 12
Languages Common, Astral Cant
CR 5 (XP 1,800; PB +3)
Traits

Voidsteel Greatplate.
The Juggernaut’s armor is powered by starlight condensers, granting resistance to fire and force damage. However, if the armor takes more than 30 fire or lightning damage in one turn, it temporarily overheats, reducing AC to 16 until the start of its next turn.

Unstoppable Advance.
The Juggernaut cannot be knocked prone or pushed against its will while wearing armor. Difficult terrain costs it no extra movement.

Boarding Fury (1/Turn).
After hitting with a melee weapon attack, the Juggernaut can make an additional attack with its off-hand weapon or gauntlet, dealing 1d8 bludgeoning damage.

Actions

Multiattack. The Juggernaut makes two attacks with its Rotary Ether-Cannon or Voidhammer.

Rotary Ether-Cannon. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 14 (2d10 + 3) force or fire damage.

  • Suppressing Fire (Recharge 5–6): The Juggernaut unleashes a cone of etheric bullets in a 30-ft. cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much on a successful one.

Voidhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage plus 4 (1d8) thunder damage.

Astral Grenade (2/day). The Juggernaut throws a crackling orb of condensed voidlight to a point within 60 feet. Each creature in a 10-foot radius must make a DC 15 Constitution saving throw or take 14 (4d6) radiant damage and be blinded until the end of their next turn.

Description

Lore

When the cannons roar across the Astral Sea and two spelljammers lock in close combat, the first to cross the void are the Astral Juggernauts — towering warriors wrapped in plates of voidsteel and long, tattered greatcoats that whip like banners in the etheric wind.

They are the Corsairs’ stormtroopers and bulwarks, living siege engines who wield the thunderous rotary ether-cannons that can shred hulls and tear through abominations of the void. Where other Corsairs strike fast and vanish, Juggernauts linger — holding decks, drawing fire, and anchoring assaults through sheer force of will.

Their armor is ancient, forged from the melted wreckage of astral dreadnoughts, powered by condensed starlight cores. Many wear charms and runes carved into their pauldrons: fragments of prayers to old sea gods and dead titans.

Among Corsairs, an Astral Juggernaut’s roar is both rallying cry and omen — a promise that the deck will run red with firelight and blood.

Equipment

  • Voidsteel Greatplate (counts as heavy armor)

  • Rotary Ether-Cannon (counts as heavy crossbow dealing force/fire damage)

  • Voidhammer (mace or maul equivalent)

  • Astral Grenades

  • Boarding harness and grappling anchor


Personality

  • Motto: “Hold the line, or die standing.”

  • Personality Trait: Boisterous, fearless, and oddly philosophical about death.

  • Ideal: Strength — survival through fire and fury.

  • Bond: The ship’s deck beneath my boots is sacred; I will not let it fall.

  • Flaw: Slow to trust, slower to forgive — they remember every slight like a battle scar.


Adventure Hooks

  • The PCs find an abandoned Juggernaut suit drifting through the Astral Sea — but when they bring it aboard, the armor awakens.

  • A Juggernaut offers to join the party’s ship, but his weapon’s starlight core is unstable and could detonate under strain.

  • Rumors speak of a legendary Juggernaut called The Iron Leviathan, who defends a Corsair treasure fleet alone, his armor now fused to his flesh.

Habitat: Planar (Astral Plane)

Treasure:  Armaments

WilliamTaylor7652

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