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Cyborg; Class IV Terminatorby Jamie Baty
Hit Dice: 22d10+20 (141 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares) (can't run)
Armour Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +16/+25
Attack: By weapon +26 melee (by weapon +9)
Full Attack: By weapon +26/+21/+16 melee (by weapon +9) and slam +20 melee (2d6 +4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Living Breathing Creature, construct traits, Damage reduction 15/magic, darkvision 240ft., extraordinary senses, living, low-light vision, scent
Saves: Fort +7, Ref +11, Will +11
Abilities: Str 29, Dex 19, Con -, Int 10, Wis 19, Cha 9
Skills: Climb +10, Disguise +4, Escape Artist +5, Gather Information +4, Hide +5, Intimidate +5, Jump +10, Listen +20, Search +14, Sense Motive +10, Spot +20, Survival +10, Swim +10
Feats: Alertness, Cleave, Combat Expertise, Improved Critical (by weapon), Improved Initiative, Power Attack, Track(B), Weapon Focus (By weapon),Weapon Specialisation (by weapon)
Environment: Any land
Organisation: Solitary, or Company (2-5)
Challenge Rating: 15
Treasure: 1d4 Alien Devices
Alignment: Always neutral
Level Adjustment: ---
A Class IV cyborg is an improved version of the Class III cyborg. It boasts improved senses, improved body construction and massively improved programming. Unlike the Class III model, which was intended for many non-combat tasks, the Class IV was designed with the terminator programming in mind.
A Class IV cyborg terminator is a superlative killing machine feared throughout the galaxy. Terminator programming gives the cyborg proficiency with all simple, martial and exotic weapons. It has proficiency with all armours and shields as well, though it prefers not to use armour and shields. It prefers to use weapons, and when it does so and has a free hand, it may make a slam attack as a natural secondary attack. A terminator is usually armed with alien weaponry.
Living, Breathing Creature (Ex): A Class IV cyborg looks, acts, and feels like a normal human due to its flesh and enhanced organs (although these are not needed for the cyborg to function). Opponents need to succeed on a DC 25 Spot check to determine it is not a human. The DC decreases by 10 if the cyborg has been seen fighting in combat. Its true nature is also revealed if the cyborg receives more than 25% of its total hp in damage. Unlike normal constructs, cure spells may repair 25% of damage inflicted upon a cyborg.
Damage Reduction (Su): A Class IV cyborg has damage reduction of 15/magic.
Extraordinary Senses (Ex): A Class IV cyborg has enhanced senses that allow the cyborg to see, smell, and hear things up to four times the distance a normal human could. As a result, the cyborg gains a +8 racial bonus to all Listen, Search and Spot checks.
Scent (Ex): This special quality allows a Class IV cyborg to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.