Centurion

Centurion

Colossus of RhodesThe earth beneath you shakes, heralding the approach of a massive construct. It wields a greatsword the size of a castle tower and shifts as if the metal it were made of had a life of its own.

The Centurion is a unique construct, crafted by twisted, genius artificers. On first inspection, it’s a mere iron golem, but the Centurion was given free will and the ability to repair and modify its body by collecting scrap metal.

Centurion (CR 16)

XP 76,800
N Colossal construct
Init
−2; Senses darkvision 60 ft., low-light vision; Perception +2 …

DEFENSE
AC 34, touch 8, flat-footed 34 (−2 Dex, +24 natural)
hp 227 (21d10+80+21)
Fort +10, Ref +2, Will +8
Defensive Abilities construct traits; DR 25/adamantine Immune magic

OFFENSE
Speed 20 ft.
Melee mwk greatsword +38/+33/+28/+23 (8d6+16/17–20)
Space 30 ft.; Reach 30 ft.
Special Attacks break apart, magnet, spawn objects

STATISTICS
Str 42, Dex 7, Con —, Int 14, Wis 14, Cha 1
Base Atk +21; CMB +45; CMD 53
Feats Awesome Blow, Blinding Critical, Cleave, Critical Focus (greatsword), Great Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved Overrun, Power Attack, Toughness, Weapon Focus (greatsword)
Languages
Common

ECOLOGY
Environment any
Organization solitary
Treasure double (magic weapons and armor only)

SPECIAL ABILITIES
Break Apart (Ex) When destroyed (or at its whim), the Centurion sheds its shell of metal debris and reverts to a CR 13 Iron Golem (see Pathfinder Roleplaying Game Bestiary). Unless this form is melted down, buried, or destroyed completely, the Centurion fully rebuilds itself in 1d6 weeks.

Immunity to Magic (Ex) The Centurion is immune to spells and spell-like abilities that allow spell resistance. Certain spells and effects function differently as noted:

•  Electricity damage speeds up the Centurion (as the haste spell) for 3 rounds with no saving throw.
• Ice damage slows down the Centurion (as the slow spell) for 3 rounds with no saving throw.
• The Centurion is affected normally by rust attacks, such as those from a rust monster or a rusting grasp spell.

Magnet (Su) Every 1d4+2 rounds, the Centurion’s magnetic aura pulses stronger and pulls anything metallic within a 120 ft. radius to its body. Characters must make a Strength check (DC 17) to hold onto metallic weapons or shields in hand. If the check fails, these items are pulled to and attach to the Centurion’s body. They can be retrieved with a Strength check (DC 22), which provokes an attack of opportunity.

Characters must also make a Strength check (DC 24) to avoid being pulled closer to the Centurion by the magnetic aura if they are carrying or wearing metal items. PCs who fail this check are pulled 10 ft. closer to the Centurion; those who fail by 5 or more are pulled 20 ft. toward the Centurion and knocked prone.

Animated objects from its spawn objects ability caught in the aura are immediately pulled into the Centurion.

The Centurion gains 3 hp for every object it retrieves. If the amount of healing would exceed its total full hp, the Centurion gains the excess as temporary hp.

Spawn Objects (Su) The Centurion’s body is an amalgam of its victim’s equipment bound together by its will. Whenever the Centurion takes damage, it releases a Medium animated object (see Pathfinder Roleplaying Game Bestiary). The animated objects always take the form of weapons or shields and proceed to attack opponents with slams until destroyed or reintegrated into the Centurion. The animated objects share the same initiative score as the Centurion and act on its turn.

Background

Utilized as a war machine, the Centurion thrived on the battlefield, growing larger with every battle. It eventually lost control, growing to a massive size and feeding on the dropped armaments of its victims. With a higher intelligence and insatiable hunger, the Centurion stalks the battlefields of the world.

It stands 36 ft. tall, weighs about 80,000 lb, and resembles a heavily armored knight. On close inspection, one can make out the thousands of sets of armor, weapons, and shields that make up the surface of the construct.

Tactics

Outside of combat, the Centurion utilizes its break apart ability to wander the world as a simple iron golem. When it hears of a looming conflict, it wades into the battle once more.

The Centurion is supremely confident in its abilities and walks into battle wielding its greatsword made of animated weapons. It always strikes as many opponents as it can per round and unleashes its magnet ability to draw opponents in closer so it can fully maximize damage using Great Cleave. If a character is unaffected by the magnet ability, the Centurion targets them and commands its animated spawn to eliminate them first.

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