Dwemer Centurion

Animunculi, Construct; Major

Stats

CharacteristicValueAttributeValueSkillValue
Strength65Hit Points50Combat85
Endurance60Wound Thr.18Magic-
Agility25Magicka-Evade35
Intelligence20Stamina6Observe55
Willpower5Initiative+7Stealth25
Perception35Action Pts.3Knowledge-
Personality5Speed10mSocial-
Morale90SizeHugePhysical75

Special Abilities

  • • Rapid Spin (2 SP): As part of an all-out attack, the Dwemer
  • Centurion can strike every target within melee range as a
  • single attack. Roll once for the attack, and resolve damage
  • separately against all struck targets.
  • • Static Field (1 AP + 2 SP): As a Secondary Action, the
  • Dwemer Centurion can charge up and create an electrical
  • field around itself, dealing 1d8 shock damage to any char-
  • acter within 1m at the start of their turn. At the start of each
  • of the Dwemer Centurion’s turns, they can attempt a +20
  • Endurance test to refresh the effect for free.
  • • Steam Breath (1 AP + 1 SP): As an attack, Dwemer Cen-
  • turion can quickly cool itself by unleashing a wave of scalding
  • steam, which is a 15m cone that deals 1d12 fire damage to
  • all targets.
  • Dwemer Colossus
  • This enormous Dwemer construct has exaggerated proportions that
  • still resemble that of a humanoid. One arm ends in a strange cylin-
  • der that spins and burns with fire, the other is a huge fist.

Encountering Dwemer Centurion

1 Traits • Mechanical • Tonal Reinforcement • Dark Sight: The character an see and act normally in areas with no light. • Thick Skull: The character is immune to the Stunned and Dazed conditions. • Weakness (Shock, 3) Dwemer Centurions are incredibly powerful foes due to their sheer size, durability, and strength. They can be outfitted to hit hard both in melee and at range, and their defenses can weather all but the most devastating attacks. In combat Dwemer Centurions are aggressive and single- minded. They will focus on the greatest threat that is easily within their reach, and rarely attempt to defend against opponents other than their selected target, instead relying on their natural defenses. When faced with groups, they tend to utilize their rapidly spinning torsos.

Loot

  • A character can attempt a +0 Profession (Engineering or
  • Smithing) test over a short rest to recover 4d4 pieces of
  • dwemer scrap metal worth 90 Drakes and 2 ENC each.
  • On a -10 Profession (Engineering or Smithing) or +0
  • Mysticism test, a character can extract a greater soul gem
  • from the animunculi’s chassis over the course of a short rest.
  • A character can attempt a -20 Profession (Engineering or
  • Smithing) test over a short rest to recover the Dwemer
  • Centurions dynamo core, worth 300 Drakes and 2 ENC.
  • A character can attempt a -20 Alchemy test to extract DoS+3
  • dose of Dwarven Oil, which is a Very Rare Alteration
  • ingredient.
  • 2
  • Traits
  • Mechanical
  • Tonal Reinforcement
  • Colossal Strikes: The character cannot be parried, but targets
  • gain a +10 on tests to Evade its melee attacks.
  • Dark Sight: The character can see and act normally in areas