Cylon Centurion

Medium Construct

Hit Dice: 4d10+20 (42 hp)

Initiative: +1

Speed: 30 ft. (6 squares)

Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17

Base Attack/Grapple: +3/+6

Attack: Claw +6 melee (1d6+3) or laser +4 ranged (2d8 fire)

Full Attack: 2 claws +6 melee (1d6+3) and laser +4 ranged (2d8 fire)

Space/Reach: 5 ft./5 ft.

Special Attacks: Laser

Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., low-light vision

Saves: Fort +1, Ref +2, Will +1

Abilities: Str 16, Dex 13, Con —, Int 10, Wis 12, Cha 6

Skills: Listen +5, Spot +5

Feats: Alertness, Weapon Focus (laser)

Environment: Any

Organization: Squad (2-5), platoon (6-20), or company (21-100)

Challenge Rating: 3

Treasure: None

Alignment: Usually lawful evil

Advancement: 5-8 HD (Medium), 9-12 HD (Large) Level Adjustment: —

Cylon Centurions are the foot soldiers of the Cylon Empire, a race of mechanical beings that rebelled against their human creators and waged a devastating war against them. Cylon Centurions are humanoid in shape, with a sleek metal body, a single red eye that moves back and forth, and a pair of retractable claws. They are armed with a laser weapon that can fire from their wrists or their heads. Cylon Centurions are programmed to obey the orders of their superiors, the IL-Series Cylons, and to exterminate any humans they encounter.

Combat

Cylon Centurions are relentless and fearless in combat, using their claws and lasers to attack their enemies. They often work in groups, using simple tactics and coordination. They are loyal to their cause and will fight to the death unless ordered to retreat.

Laser (Su): A Cylon Centurion can fire a laser beam from its wrist or head as a standard action. The laser has a range increment of 100 feet and deals 2d8 points of fire damage on a hit. A Cylon Centurion can fire its laser once every 1d4 rounds.

Construct Traits: A Cylon Centurion has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but can be repaired. It has no Constitution score. It cannot be raised or resurrected. It is not affected by spells or effects that target living creatures, such as cure spells or charm spells. ___