Ashen Centurion (Planescape Monster) [Archive] - Wizards Community

Post/Author/DateTimePost
aushlo

08-14-07, 12:24 AM
(I came up with this idea a while back. A friend of mine playing a Dustman in Planescapes wanted some heavy backup on a mission of import, and we came up with something on the spot that I was never quite happy with. The idea he had was something like Mummy Ogre Magi. Not a terrible idea, but not quite right. We wanted something akin to the wierd guardians of the Emperor in the Dark Empire star wars comics as drawn by Cam Kennedy-big, scary, robed and mysterious. Recently, I tried again, coming up with this brute- a Mummified, Spellstiched Level 4 ogre Fighter, using Feat Retraining, and some Corpsecrafter feats. I like 'em.)

No one knows the dark of where they came from, an' no one wants to ask too close. What is known is that they're no joke. They rarely leave the Mortuary, but you only ever see 'em except in the presence of a high-ranking Dustman, like some kind of honor guard. Ten feet tall if they're an inch, heavily armored, faces hidden behind terrifying, plumed helms, eyes aglow, heavy cloaks dragging the dusty ground, and an enormous glaive at the ready. If that ain't bad enough, chant is they're capable of apprehending or destroying would-be assassins with dire magics as well. Like giant Death Knights, they are. They're called the Ashen Centurions, and I hope to Celestia there's only a hundred....

ASHEN CENTURION
Hit Dice: 8d12+24 (76 hp)
Initiative: +3
Speed: 30 feet
Amor Class:28 (-1 size, -1 dex, +12 natural, +8 mwk. full plate, touch 8, f ff 28)
Base Attack/Grapple:+7/+22
Attack:mwk. large glaive +19/+14 (2d8 +16) or 2 slams +18/+13 (2d6 +11 plus mummy rot)
Face/Reach: 10 ft./10 ft. (15 with glaive)
Special Attacks: Despair, Mummy Rot, Spell-Like Abilities
Special Qualities: DR 5/- (+2 for purposes of its own attacks affecting creatures), Darkvision 60 ft., Lifebond, Low-Light Vision, SR 16, Turn Resistance +10, Undead Traits, Vulnerability to Fire
Saves: Fort +12, Ref +5, Will +8
Abilities: Str 33, Dex 8, Con-, Int 2, Wis 14, Cha 12
Skills: Climb +6, Intimidate +9, Jump +6, Listen +4, Spot +4
Feats: Ability Focus: Despair, Cleave, Death Blow, Improved Toughness, Lifebond, Power Attack
Climate/Terrain: Sigil, the Mortuary
Organization: Solitary or pair, always escorting lifebonded Dustman
Challenge Rating: 12
Treasure: None
Alignment: Always Lawful Evil
Advancement: -

Despair (Su): DC 17 will save. As mummy, victim paralyzed for 1d4 rounds on a failed save upon first sight of the Centurion. Only affects a given creature once per 24 hours. Due to the nature of the creation process, Dustmen who have strictly obeyed the Dead Truce are immune to this effect.

Lifebond (Su): This feat (from Libris Mortis) has already been included in the above statistics. When within 60 feet of the Dustman it is assigned to, the Ashen Centurion gains +4 to its Turn Resistance, and +2 to all saves. If its master is slain, it loses these bonuses and takes a -2 penalty to its saves instead for 24 hours. The bond can be transferred, but only by a ranking Dustman or the Centurion's own master.

Mummy Rot (Su): On a successful slam attack, Mummy Rot is inflicted on the victim unless a DC 15 Fort save is made. Incubation period 1 week, 1d6 Con damage and 1d6 Cha damage. This damage continues until the victim dies, at which point its body crumbles to dust and blows away. For other information on curing Mummy Rot, see MM1 or Libris Mortis.

Spell-Like Abilities (Sp): Cast as an 8th level Sorcerer, 4/4/2 per day.
1st- Ray of Enfeeblement (2), Magic Missile (2)
2nd- Glitterdust (1), Scare (3) (DC 13)
3rd- Bands of Steel (Complete Arcane), Lightning Bolt (DC 14)

A typical combat with an Ashen Centurion starts with a Spell-Like Ability and a move to place itself between its master and any aggressors. These abilities are used in whatever way will most efficiently end the threat to its master, usually a Scare against weak targets or Bands of Steel to make a tougher target helpless for a Death Blow. If enemies are unseen, Glitterdust may be used. After the initial round, it will typically follow with a full Power Attack, then adjust if a target is elusive, or switch to Magic Missile or a Lightning Bolt as necessary.

Woe to those who meet a Dustman with two such guardians, as they are likely to suffer a Ray of Enfeeblement, Bands of Stel, double Power Attack Death Blow whammy. Sometimes, you ought to leave The Dead alone.