That works for me! That bit didn't take as long as I thought it might.
Yes, it was a lot easier than I expected too.
Updating the
Guardian Juggernaut Working Draft.
I broke one of the longer paragraphs up to make it a bit easier to read, but the text is as we've agreed.
Also, I realize we've got two versions of "vanish" - a temporary vanishing (if the spiritual copy is destroyed but the original item is intact and slotted) and a permanent vanishing (if the original copy is removed or destroyed).
I solved that dilemma by renaming the permanent version to having the spiritual copy "dissolve".
That leaves the question as to whether the "a spiritual copy will
vanish if the juggernaut equips a regular item in its place" is a permanent "vanishing", so should be changed to "a spiritual copy will
dissolve if the juggernaut equips a regular item in its place".
Which feature do you want to tackle next?
I'd go for the Sweep and Crush special attacks:
The second type of physical attack from a juggernaut is a special attack called a sweep. This attack costs a juggernaut two-thirds of its movement for the round, and it can only be made once per round regardless of the capabilities of the helmsman. To sweep, the juggernaut swings both arms, striking all adjacent creatures except any occupying its rear facing. To perform this attack, the player representing the helmsman makes one attack roll for each of the juggernaut’s arms. Any creature within range who would normally be hit by the roll takes the full damage of a melee attack. A creature occupying the statue’s front facing may take damage from both arms if the player rolls successful hits. The helmsman cannot be selective when sweeping with a juggernaut’s arms; any target in range, friend and foe alike, might be hit.
The third type of physical attack a juggernaut can make is called a crush. On a turn when a juggernaut chooses to crush, it may not move. It spends the entire round stomping on a creature directly in front of it. The juggernaut moves into the space occupied by the opponent and makes an attack roll. If the attack is successful, the victim must make a saving throw vs. death magic or take 5d10 points of damage. (On a successful saving throw, damage is halved.) The player representing the victim then rolls 1d10 and consults the scatter diagram for grenadelike missiles in Chapter 9 of the DUNGEON MASTER Guide. The victim is thrown 5 feet in the direction indicated by the diagram and delivers 1d6 points of damage to any creature standing there. A roll of 1 indicates the victim is trapped beneath the juggernaut and takes an additional 5d10 points of damage each round until the helmsman chooses to have the juggernaut move. If the juggernaut misses its attack roll on a crushing attempt, it remains standing where it is and may take no further actions that round. Juggernauts may not attempt to crush opponents of size L or larger.
Those look pretty straightforward and we have some decent precedents for the attacks.
I'd also be willing to consider giving them the Trample special attack, which seems a natural fit.