Glatorian
Machine beings created to be peerless warriors. Glatorians are fearless in battle. They are more than mere brutes, however, being capable of tactics and strategy. Often, if they have time to prepare for a combat, they will manipulate and alter the field to their advantage, setting up choke points, traps, and ambushes.
Jungle Glatorian

Size/Type: Medium Construct
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft. Braciation: 60ft.
Armor Class: (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: Venom Talon +26 (3d6+3d6[acid]+2[con]+14; 20/x4) or Venom Talon +22 (poison)
Full Attack: Venom Talon +26/+21/+21 (3d6++3d6[acid]+14; 20/x4) or Venom Talon +22/+17/+17 (poison)
Space/Reach: 5ft./5ft.
Special Attacks: Special Traits,
Special Qualities: Special Traits, DR10/-, Warrior
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats:
Power Attack,
Toughness,
Bleeding Strike,
Burst of Speed,
Attack on the Run,
SidestepB
Environment: Any
Organization:
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral
Advancement:
Level Adjustment: +0
Jungle Glatorians have control over plantlife and poisons.
Combat:
There are various types of glatorians, each with their own array of abilities and weapons, and each adapted to a different environment.
Warrior: Glatorians have full BAB and good Fort and Reflex saves.
Venom Talon: One end of this polearm functions like a scythe that deals an extra 3d6 points acid damage, as well as two points of con damage. The other end can fire needles as an attack action. These carry a poison that deals 2d6 con/2d6 con (fort DC25 negates).
Plant Control (Su): As a standard action, a Jungle Glatorian can manipulate plants with fine control and shape. They can cause plants within close range to grow in a shape they desire, filling 2 5ft. cubes per CR (Normally 24) with vines, wood or leaves as plants shape themselves to the Glatorian's desire. This can create areas of light or heavy growth as the Jungle Glatorian desires.
Woodland Stride: A Jungle Glatorian is never hindered by natural or magical plants in any way.
Spell-Like Abilities: At Will: Plant Growth, Diminish Plants,
Welcome to the Jungle, Goodberry, Animate Plants, Entangle, Tree Stride, Tree Shape, Control Plants, Delay Poison, Poison, Neutralize Poison,
Magic Mushroom Dust,
Fungal Infection,
Poison Needle,
Improved Tree Shape, Detect Animals or Plants (Plants Only),
Spore Field,
Briar Web,
Trip Vine,
Vine Mine, Transport Via Plants.
Fire Glatorian

Medium Construct (Fire)
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft.
Armor Class: (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: Flame Sword +26 (6d6+14[fire]; 19-20/x2) or Flame Launcher +22 (5d6+5[fire])
Full Attack: Flame Sword +26/+21/+21 (6d6+26[fire]; 19-20/x2) or Flame Launcher +22/+17/+17 (5d6+5[fire])
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: DR10/-, Warrior
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats:
Power Attack,
Toughness,
Bleeding Strike,
Burst of Speed,
Attack on the Run,
IncinerateB,
PyrokinisisB,
Environment: Any
Organization: Solitary, Pair, Squad (3-10)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral
Advancement:
Level Adjustment: +0
Fire Glatorian are much like their namesake, fierce, destructive and powerful.
Combat:
There are various types of glatorians, each with their own array of abilities and weapons, and each adapted to a different environment.
Warrior: Glatorians have full BAB and good Fort and Reflex saves.
Piercing Flame: A Fire Glatorian ignores fire resistance and deals half damage to creatures with immunity.
Flame Sword: A flame sword deals it's entire damage as fire damage.
Burn (Su): The Fire Glatorian adds 3d6 fire damage to all melee attacks.
Fire Launcher: A fire may let loose blasts of fire as a medium range touch attack dealing 5d6+5 damage. A creature struck must make a reflex save (DC21) or take a -3 penalty to attacks checks and saves for 1 minute.
Fire Aura (Su): A Fire Glatorian can surround itself with a nimbus of flames that extends for 10' in all directions from itself All other targets in this area suffer 5d6 fire damage (reflex DC21 half). Activating this ability is a standard action. Deactivating this ability is a free action.
Sculpt Flames (Su): A Fire Glatorian can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 5d6 fire damage. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC21) to move to the nearest non-flaming square. These fires persist for 1 round per level. Alternately, the Glatorian can replicate a wall of fire which persists for 1 minute per level.
Melt (Ex): A fire glatorians fire ignores hardness and deals full, double damage to objects. If it wishes, a Fire Glatorian may cause any stone or rock it it deals fire damage to to be affected as if by
Transmute Rock to Lava save that it can function on worked or dressed stone.
Spell-Like Abilities: At Will: Fireball, Burning Hands, Produce Flames, Heat Metal, Fire Shield (warm only), Incendiary Cloud, Flaming Sphere,
Control Temperature (warmer only),
Erupting Firebolt, Orb of Fire, Wall of Smoke, Fog Cloud (smoke),
Water Glatorian

Medium Construct (Water)
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft. Swim: 100ft.
Armor Class: (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: 2 Water Blades +26/+26 (3d6+3d6[dessication]+14;19-20/x2)
Full Attack: 2 Water Blades +26/+26/+21/+21/+21/+21 (3d6+3d6[dessication]+14)
Space/Reach: 5ft./5ft.
Special Attacks: Special Traits,
Special Qualities: Special Traits, DR10/-, Warrior
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats:
Power Attack,
Toughness,
Bleeding Strike,
Burst of Speed,
Attack on the Run,
Drowning GraspB
Environment: Any
Organization:
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral
Advancement:
Level Adjustment: +0
Water Glatorian as the name suggests have power over water and are adapted for underwater combat.
Combat:
Warrior: Glatorians have full BAB and good Fort and Reflex saves.
Water Blades: A Water Glatorian's water blades may be used underwater at no penalty. A Water Glatorian may fight with them both at the same time without penalty. Each attack with a water blade deals 3d6 desiccation damage. A creature who suffers any desiccation must make a fort save (DC21) or become fatigued. A creature that is fatigued who fails the save becomes exhausted.
Underwater Action: A Water Glatorian suffers no penalty for any action it takes underwater. It may also move on the surface of water at it's swim speed.
Spell-Like Abilities: At Will: Create Water, Purify Food and Drink,
Control Currents,
Wall of Water,
Tidal Surge,
Geyser,
Spirit Water Spears,
Tides of Fury, Waterball (deals lethal damage), Control Water (x3 area)
Ice Glatorian

Medium Construct (Cold)
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft. Ice Glide: 60ft.
Armor Class: (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: Ice Axe +26 (3d6+3d6[cold]+14) or Ice Shooter +22 (5d6+5[cold])
Full Attack: Ice Axe +26/+21/+21 (3d6+3d6[cold]+14) or Ice Shooter +22/+17/+17 (5d6+5[cold])
Space/Reach: 5ft./5ft.
Special Attacks: Special Traits,
Special Qualities: Special Traits, DR10/-, Warrior
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats:
Power Attack,
Toughness,
Bleeding Strike,
Burst of Speed,
Attack on the Run,
IcewalkerB,
Deep FreezeB
Environment: Any
Organization:
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral
Advancement:
Level Adjustment: +0
Glatorians of ice, adapted for winter environments and fighting in the fiercest blizzards.
Combat:
Warrior: Glatorians have full BAB and good Fort and Reflex saves.
Ice Axe: An Ice axe deals an extra 3d6 cold damage with all attacks. A creature struck by an ice axe must make a fort save (DC21) or become entangled for 1 round. Each additional time their struck adds another round to the duration. Should the duration ever become more than 4 rounds, they instead become helpless until the duration drops to 4 or less rounds.
Ice Shooter: An ice shooter fires a bolt of pure cold as a medium range touch attack. This deals 5d6+5 damage and forces a creature struck to make a fortitude save (DC21) or become slowed for 1 round. Each additional time they're struck adds another round to the duration.
Snowsight (Ex): As the spell.
Snow Movement (Ex): An Ice Glatorian suffers no penalties from snow, ice or anything of the like.
Spell-Like Abilities: At Will: Polar Ray, Cone of Cold, Widened Obscuring Snow, Sleet Storm, Ice Storm, Wall of Ice, Freezing Sphere, Fire Shield (chill only), Orb of Cold,
Move Snow and Ice, Grease (ice slick),
Cold Snap,
Crack ICe, Ray of Frost,
Animate Snow,
Control Temperature (colder only),
Column of Ice, 1/day:
Blizzard
Stone Glatorian

Medium Construct (Earth)
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft. Burrow: 30ft.
Armor Class: (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: Stone Hammer +26 (3d6+3d6[sonic]+14)
Full Attack: Stone Hammer +26/+21/+21 (3d6+3d6[sonic]+14)
Space/Reach: 5ft./5ft.
Special Attacks: Special Traits,
Special Qualities: Special Traits, DR10/-, Warrior
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats:
Power Attack,
Toughness,
Bleeding Strike,
Burst of Speed,
Attack on the Run,
Blood of StoneB,
Stone PowerB,
Tremorsense,
Environment: Any
Organization:
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral
Advancement:
Level Adjustment: +0
Rock Glatorians have power over their namesake. They are capable defensive fighters, easily altering the terrain to their advantage.
Combat:
Warrior: Glatorians have full BAB and good Fort and Reflex saves.
Earth Step: Stone Glatorians are not affected by difficult terrain, provided the difficulty comes from stone or earth.
Rock Throw(Su): The Stone Glatorian can levitate a chunk of rock into the air and then propel it at an enemy as an attack action out to medium range. This attack deals 5d6 bludgeoning damage.
Geokinisis (Su): A Stone Glatorian can move up to 24 5ft cubes of rock and stone anywhere within close range as a standard action.
Shatter (Su): The Rock Glatorian can make any number of squares within close range into difficult terrain as a standard action.
Spell-Like Abilities: At Will: Move Earth, Wall of Stone,
Giant's Wrath, Magic Stone, Transmute Mud to Rock, Transmute Rock to Mud, Spike Stones, Major Creation (May only create stone, which is permanent),
Tetsubo of Earth,
Tremors,
Earthshaking Growl,
Impale,
Rolling Boulder,
Bones of the Earth,
Sand Glatorian

Medium Construct (Earth)
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft.
Armor Class: (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: Sand Blade +26 (3d6+3d6+14) and Tail +26 (2d6+14+poison)
Full Attack: Sand Blade +26/+21/+21 (3d6+3d6+14) and Tail (2d6+14+poison)
Space/Reach: 5ft./5ft.
Special Attacks: Special Traits,
Special Qualities: Special Traits, DR10/-, Warrior
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats:
Power Attack,
Toughness,
Bleeding Strike,
Burst of Speed,
Attack on the Run
Environment: Any
Organization:
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral
Advancement:
Level Adjustment: +0
Sand Glatorian have a somewhat different appearance from others, and use rather unorthodox tactics.
Combat:
Warrior: Glatorians have full BAB and good Fort and Reflex saves.
Spell-Like Abilities: At Will:
Control Sand,
Blast of Sand Sandstorm,
Haboob,
Scimitar of Sand,
Storm Mote,
Wall of Sand 1/day:
Awaken Sand,
Sand Blade: A Sand Glatorian wields a blade that constantantly has sand swirling around it. This adds 3d6 extra slashing damage and causes any creature struck to take a -2 penalty to attack rolls for 1 round.
Poison (Ex): 1d4Str,Dex,Con/Paralysis, Fort DC25.
Sand Form (Su): As a standard action, a sand glatorian may transform itself and it's equipment into living sand. The has the effects of a Gaseous Form save that the glatorian's fly speed is twice it's land speed, it may burrow through sand at half it's land speed, it may lie settled on the ground blending in with normal sand. Any creature whose square it passes through takes 10d6 slashing damage, this does not affect other sand glatorians. It may not use it's spell like abilities while in this form.