Always Vigilant. The Centhurianid can sense a threat at 60 fts of him if the threat targets or watch him.
Magic Resistance. The Centhurianid has advantage on saving
throws against spells and other magical effects.
Innate Spellcasting. The Centhurianid is a 3-level spellcaster. Its spellcasting ability is INT (spell save DC 15, +7 to hit with spell attacks). The Centhurianid has following innate spells prepared and don't need components to cast them:
1/day each: confusion, mass suggestion, project image, scrying,
telekinesis.
Multiattack. The Centhurianid has one tentacles attack or two soul spear attacks.
Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 22 (4d10 + 3) psychic damage. If the target is
Large or smaller, it is grappled (escape DC 14) and must succeed
on a DC 15 Intelligence saving throw or be stunned until
this grapple ends.
Soul Spear (Rifle). Range Weapon Attack: +7 to hit, reach 10/60 ft., 1 target. Hit: # (3d10 + 3) Psychic damage. The Centhurianid
Overwatch. If the Centhurianid doesn't make an action on his turn, he turns himself on overwatch and can use his reaction to attack any target who gets on his sight.
Description
With a colony of Illithid and little slaves, the centhurianid was the guard of the major mind flayer, When the master Mind flayer is doing his explorations to fin more subjects to study or convert. The Centhurianid watch. They came from minor creatures who doesnt have enough pyschic power to be a great Mind flayer but sufficent to attack others with his powers.
Previous Versions
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