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. ___

  • @Cralex
    link
    24 months ago

    That sounds like a pretty accurate interpretation!

    • @FringeTheory999@lemmy.worldOP
      link
      fedilink
      14 months ago

      i noticed that it used the remake cylons when I wanted original recipe cylons so I gave it a more carefully worded prompt and got this:

      Cylon Centurion Medium Construct Hit Dice: 8d10+20 (64 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16 Base Attack/Grapple: +6/+8 Attack: Laser rifle +7 ranged (2d8 fire) or slam +8 melee (1d6+2) Full Attack: Laser rifle +7 ranged (2d8 fire) or slam +8 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., low-light vision Saves: Fort +2, Ref +3, Will +2 Abilities: Str 15, Dex 13, Con -, Int 10, Wis 10, Cha 1 Skills: Listen +8, Spot +8 Feats: Alertness, Point Blank Shot, Precise Shot Environment: Any Organization: Solitary, squad (2-4), or platoon (5-20) Challenge Rating: 4 Treasure: None Alignment: Always lawful evil Advancement: 9-16 HD (Medium); 17-24 HD (Large) Level Adjustment: -

      Cylon centurions are the foot soldiers of the Cylon Empire, a race of robots that seek to exterminate humanity. They are descendants of the original Cylons, a reptilian race that created the first machines and were later overthrown by them. The Cylons have a single red eye that moves back and forth, and a metallic body that resembles a human in shape. They are armed with laser rifles that can fire bursts of energy, and have powerful slams for close combat. They are loyal to the Imperious Leader, the supreme ruler of the Cylons, and follow his orders without question. They are ruthless and efficient killers, but lack creativity and individuality.

      Combat Cylon centurions prefer to attack from a distance with their laser rifles, using cover and tactics to gain an advantage. They rarely engage in melee, unless they are out of ammunition or ordered to do so. They are fearless and will fight to the death, unless they receive a retreat order from a higher authority.

      Construct Traits: A cylon centurion has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy 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 cannot be raised or resurrected. A cylon centurion has darkvision 60 ft. and low-light vision.

      Laser Rifle (Ex): A cylon centurion’s laser rifle has a range increment of 100 ft. and can fire 20 shots before it needs to be reloaded. Reloading takes a full-round action. A cylon centurion can fire a single shot as a standard action, or a burst of three shots as a full-round action. A burst of three shots deals 6d8 fire damage, but each shot suffers a -2 penalty to hit. A cylon centurion can also use its laser rifle as a melee weapon, dealing 1d6+2 bludgeoning damage, but it provokes an attack of opportunity when doing so.