Champion Automaton

Level 10
Creature· automatonRareLargeRemaster
AC
29
HP
170
Speed
25 ft.
Perception
+18
Fort
+21
Ref
+19
Will
+17
Resistances physical 10
Languages common
Senses darkvision
Skills athletics +22, diplomacy +18, intimidation +18
Other Speeds climb 15 ft.
Recall Knowledge DC 32 (arcana)

Attacks

Melee Pincer +23 (magical), Damage 2d12+12 piercing
Melee Energy Beam +23 (fire, magical), Damage 2d10+10 fire

Abilities

Telepathy 60 feetinteraction
Arcane Slam

Requirements The champion has a creature Grabbed


Effect The champion channels supernatural energy through its pincers, then slams its foe against the ground. The grabbed creature takes 3d6 bludgeoning and 3d6 fire damage, is knocked Prone and must attempt a DC 29 fortitude save. On a failure the target is Enfeebled 1 (Enfeebled 2 on a critical failure) from the force of the slam. At the end of the Arcane Slam, the grapple ends.

Spinning Toss◆◆

Frequency once per round

Requirements The champion has a creature Grabbed


Effect The champion spins on its axis, using the creature it's holding as an impromptu bludgeon before tossing it aside. The champion attempts an Athletics check against the grabbed creature's Fortitude DC.


Critical Success The champion fings its victim. The grapple ends. The grabbed creature is thrown into a space within 10 feet, takes 8d6 bludgeoning damage, and falls Prone. All creatures adjacent to the ch

Grab

The artifcers of Jistka crafted warrior automatons to fght on the front lines of their armies, and in this goal they succeeded admirably. Brutal, effective combatants, champion automatons contain the souls of the best of the Imperium's armies, its most dedicated soldiers and respected offcers, all rendered deadlier than ever before in their bodies of metal and magic.