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Broken Centurion

Creature 10 — construct, mindless

Pre-Remaster content. May include legacy alignment.

CrasherSniperLANDconstruct

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

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +20; darkvision
Skills acrobatics +23, athletics +23
Str
+6
Dex
+6
Con
+5
Int
-5
Wis
+2
Cha
-5
AC 31 Fort +22 Ref +25 Will +16
HP 170
Immunities mental
Speed 40 feet

Offense

Melee Dulled Blade (agile, sweep) +23, Damage 2d10+5 slashing
Ranged Cannon (concussive, fatal-d8) +23, range increment 60 feet, Damage 3d6+6 piercing

Abilities

Misaligned Gears — The spiral centurion loses access to its Rev Up ability, and if it Strides more than once per round, it takes 1d10 untyped 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 — 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 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 — The spiral centurion loads ammo into its many guns.
Trample — Medium or smaller, blade, DC 30 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 — 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

WORKS WELL WITH

AnvilLANDA durable frontline body draws melee attention while this construct spins through the crowd around it.
SnareLANDA controller that keeps enemies bunched together maximizes how many targets fall within the line and spin attacks.
WeaverLANDA spellcaster applying Off-Guard or Reflex-lowering debuffs raises the odds the line attack lands hard on multiple targets.

PUNISHES

✖ clumping✖ melee crowding✖ low Reflex
Avoid stacking multiple wide-area melee brutes; their spin attacks overlap and crowd the same limited space.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #180: The Smoking Gun.

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