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Broken CenturionCreature 10


NMediumConstructMindless
Source Pathfinder #180: The Smoking Gun
Perception +20 (darkvision)
Languages none
Skills Acrobatics +23, Athletics +23
Str +6, Dex +6, Con +5, Int -5, Wis +2, Cha -5

AC 31; Fort +22; Reflex +25; Will +16;
HP 150 (Hardness 10)
Speed 40 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

Dulled Blade One Action +23 (+19, +15) to hit (agile, sweep) 2d10+5 Slashing
Cannon One Action +23 (+18, +13) to hit (concussive, fatal d8, range increment 60) 3d6+6 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Misaligned Gears

The spiral centurion loses access to its Rev Up ability, and if it Strides more than once per round, it takes 1d10 damage per Stride after the first.

Top-Heavy

A spiral centurion's top-like design makes it susceptible to effects that would cause it to fall prone. The DC of any attempt to knock the spiral centurion Prone is reduced by 5. If the spiral centurion attempts a check or saving throw to resist being knocked prone, it takes a -5 status penalty. A spiral centurion that has been knocked prone can't use any actions other than to attempt to Stand, but it must succeed at a DC 30 acrobatics check to do so.

Hurl Blade Two Actions

The spiral centurion hurls one of its blades with an angled spin to ensure a swooping flight path. The blade deals 6d6 slashing damage to each creature in a 40-foot line (DC 30 basic reflex save).

At the start of the spiral centurion's next turn, the blade swoops around and returns along the same flight path, again dealing 6d6 slashing damage (DC 30 basic reflex save) to each creature along the same line.

Reload Guns One Action

The spiral centurion loads ammo into its many guns.

Trample Three Actions

Medium or smaller, blade, DC 30 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Whirling Death Three Actions

The spiral centurion spins furiously in place, its blades extended to slice through nearby creatures. It makes up to five melee blade Strikes. No single creature can be targeted by more than one blade Strike during one use of this ability. These attacks count toward the spiral centurion's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks are made.

Whirling Fire Three Actions

Requirements The spiral centurion has used Reload Guns three times since the last time it used Whirling Fire


Effect The spiral centurion spins furiously in place, firing its guns wildly and dealing 8d6 piercing damage to creatures in a 60-foot radius (DC 28 basic reflex). Creatures further than 30 feet away gain a +4 circumstance bonus on their save against this attack.


These mechanical constructs were created to serve as guardians in an ancient and bygone era, although exactly who made them and the secrets of their construction have long since been lost to history. From the waist up, they resemble humanoids made of metal, but from the waist down their bodies take the form of spinning metal tops ringed with blades, which excel at cutting down nearby foes. Most spiral centurions can be directed to stand down with a password, although often these command phrases have been lost to the mists of time. In rare cases, a spiral centurion may also wield manufactured weapons or a shield in addition to its built-in weapons, giving it access to additional actions besides those listed below.

Most spiral centurions are hundreds or even thousands of years old, only staying functional because of the powerful magic used in their creation. Still, millennia of neglect have caused many spiral centurions to develop small glitches or malfunctions.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, 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 ability modifiers are -5. They are immune to all mental effects.