Dwarven Centurion Army

Dwarven Centurians
N Medium outsider (earth, elemental, construct)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 7
AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
hp 34 (4d10
Fort +7, Ref +0, Will +4
Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d8 +7)
Special Attacks: earth mastery, Adamantine
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +9; CMD 18
Feats Cleave, Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

The Dwarven Centurians are traced with Adamantine and their attacks count as Adamantine.

Emapthic Control
The Dwarven Centurians can only be controlled with an Omega Stone. Each Omega Stone is tuned to a difference set of Dwarven Centurians.

Dwarven Centurion Army

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