Galvanic Juggernaut
Though the Church of Avacyn makes clear distinctions between ghoulcallers, stickers, and alchemists- and the appropriate punishments for each- these lines are often drawn for the sake of the Church's own convenience. In reality, while certain necromancers may prefer the practice of ghoulcalling versus Stichting, and alchemists claim to study the body's living workings rather than the workings of the dead, there is quite a bit of overlap between them.
Some alchemists, in particular, study an area of alchemical science known to them as galvanics. Involving the small electrical and magical impulses that ran through the bodies of the living, some alchemists think these impulses originate in the brain. From there, the impulses control a creature's every action, both intentional and subconscious. If this were true, the ability to harness these impulses might allow a living brain to control a body of any shape or size, constructed from any material.
Theoretical Work The Church-sponsored alchemists, those who work with the Avacynian Church to perform research in controlled environments, have known about these galvanic impulses for centuries. But while theoretical work in the field has advanced, the Church has kept actual experimentation to a minimum. The idea of using a human brain to control other objects smacks of some subtle form of necromancy, which the Church of Avacyn is much less inclined to overlook. Unfortunately for the Church, keeping alchemists from sharing knowledge is perhaps harden than keeping a necromancer from raising the dead.
Slowly, year-by-year and study-by-study, the Avacynian Chruch's own research into galvanics have trickled out, if not into the open, at least into the steel-trap minds of those alchemists that remain free and hidden. Such a thing could hardly be surprising, as even though the Church-sponsored alchemists refute the work and abide by the Church's oversight, they remain eager to explore just how far galvanic energy could be pushed, and to what end. Designs have been created for all manner of galvanic machines- automated servants, guards, laborers, and even weapons of war.
Weapons of war such as the galvanic juggernaut. Though designed to be run entirely on galvanic impulses, and able to reason as well as a human, the actual machine would require dozens of brains to create the power necessary for it to run. While this might make the galvanic juggernaut slow to think or act, its overwhelming power could turn a dozen untrained minds into a powerful weapon. And while the Church's;s alchemists swear that the galvanic juggernaut is only theoretical, and perhaps not even possible, some reports have begun to trickle in from Innistrad's farthest outlands. Reports of moving siege weapons, equipped with spears that hum with lightning, and with tanks strapped to them that are filled with what appear to be brains.
Galvanic Juggernaut
Weapons of war such as the galvanic juggernaut. Though designed to be run entirely on galvanic impulses, and able to reason as well as a human, the actual machine would require dozens of brains to create the power necessary for it to run. While this might make the galvanic juggernaut slow to think or act, its overwhelming power could turn a dozen untrained minds into a powerful weapon.
Armor Class | 17 (natrual armor) | ||
---|---|---|---|
Hit Points | 10d12+40 | ||
Speed | 40 ft. | ||
Strength | 20 (+5) | ||
Dexterity | 5 (-3) | ||
Constitution | 19 (+4) | ||
Intelligence | 4 (-3) | ||
Wisdom | 10 (+0) | ||
Charisma | 5 (-3) | ||
Damage Resistances | Cold | Fire | Bludgeoning |
Piercing | Slashing from nonmagical weapons | ||
Damage Immunities | Lightning | Poison | |
Condition Immunities | Blinded | Charmed | Deafened |
Exhaustion | Frightened | Paralyzed | Petrified |
Poisoned | Prone | ||
Senses | Passive Perception 10 | ||
Languages | Understands the languages it knew in life but can't speak | ||
Challenge | 6 (2,300 XP) | ||
Special 1 | Charge | If the galvanic juggernaut moves at least 30 feet straight towards | and then hits it with a gore attack on the same turn, |
the target takes an extra 3d8 piercing damage | |||
Special 2 | Destuctive | The galvanic juggernaut can't take the Disengage or Hide action | |
Special 3 | Slow-Acting | When the galvanic juggernaut takes an action, | it becomes incapacitated until the start of its next turn |
Action 1 | Gore | Melee Weapon Attack | d20+8 to hit |
Reach 10 ft., one target | Hit 2d8+5 piercing damage | plus 2d8 lightning damage | |
Action 2 | Lightning Bolt (Recharge 4-6) | The galvanic juggernaut casts the lightning bolt spell, | requiring no components |
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