A massive anthropomorphic figure made of mismatched pieces of plate armors and seemingly random parts of siege machines. It wields a big scimitar in the right hand while its left arm seems to be a complex bolt-throwing mechanism. Its head resembles a helmet made of solid plates with a red-glowing visor slit instead of eyes.
CR 11; XP 12,800
CN Large Outsider (battlewrought, chaotic, extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +19
Aura forever war
AC 25, touch 12, flat-footed 22 (+9 armor, +3 Dex, +4 shield, –1 size)
hp 144 (12d10+78); regeneration 10 (lawful)
Fort +12, Ref +11, Will +10
Defensive Abilities constructed; DR 10/lawful; Resist cold 20, electricity 20, fire 20
Speed 40 ft.
Melee scimitar +19/+14/+9 (2d6+9, 15-20/x2)
Ranged heavy repeater crossbow +16/+11/+6 (3d8+3, 19-20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks final solution, tides of battle
Spell-Like Abilities (CL 15th, concentration +19)
Constant—gravity bow, lead blades, magic weapon, shield
At will—feather fall, telekinetic charge, true strike
3/day—quickened haste, summon (level 7, 6 bolter battlewrought, 3 grunt battlewrought or 1 charger battlewrought), wall of stone
Str 22, Dex 16, Con 18, Int 19, Wis 19, Cha 19
Base Atk +12; CMB +19; CMD 32
Feats Combat Reflexes, Dirty Fighting, Furious Focus, Improved Critical (scimitar), Improved Initiative, Iron Will, Penetrating Strike, Power Attack, Quicken Spell-like Ability (haste), Weapon Focus (heavy repeater crossbow), Weapon Focus (scimitar), Weapon Specialization (heavy repeater crossbow), Weapon Specialization (scimitar)
Skills Bluff +19, Intimidate +19, Knowledge (arcana) +16, Knowledge (engineering) +19, Knowledge (geography) +16, Knowledge (history) +16, Knowledge (planes) +19, Perception +19, Profession (soldier) +19, Sense Motive +19
Language Abyssal, Celestial, Infernal; truespeech
SQ enemy at the gates
Organization single or pair, often leading numerous forces of lesser battlewrought
Enemy At The Gates (Sp): A centurion battlewrought can spend 10 minutes creating a magical portal in the shape of a vertical curtain of shimmering energy, 30-ft wide and 20-ft high. It acts like teleportation circle, but the passage is restricted to creatures with battlewrought subtype and the effect lasts for as long as the centurion concentrates.
Final Solution (Ex): As a merciless machine of war, a centurion battlewrought can make a coup d'grace as a standard action that does not provokes attacks of opportunity. A coup d'grace from a centurion battlewrought suppresses regeneration ability for 1 round, except for regeneration that requires epic effects to be stopped.
Forever War (Su): A mere presence of a centurion battlewrought disturbs peace and incites conflict within 100 feet. All ability and skill checks made to calm, promote peace, or diffuse violence suffer a –4 penalty. All the saving throws against effects that would promote peace, or clam the combatants, or would prevent or end violence (such as sanctuary or calm emotions) are made with a +4 bonus.
Tides Of Battle (Su): A centurion battlewrought can take a free action to alter the flow of battle with a well placed command three times per day. Either all the battlewrought within 100 feet can move as an immediate action or all the battlewrought within 100 feet gain 5 temporary hit points per HD.
Centurions are the commanders of the battlewrought. Callous and cunning, centurion battlewrought exist to wage wars, often by any means necessary. The cause, the costs, the participants are irrelevant, as long as there is war, though individual centurions might differ at exact tactical and operational approach—some may even seem to care for the costs and loses, but it is a matter of logistics, not morals, for one cannot wage war without soldiers. Other centurions are ruthlessly sacrificing available troops knowing there will always be reinforcements, sooner or later.
Centurions battlewroughts are sometimes conjured to serve as military advisers and commanders, tasks they perform gladly as long as it allows them to direct events to provoke more wars or to put oneself in challenging circumstances, like defending seemingly indefensible city from an incoming invasion.
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.