Centurions make alert and attentive guards. They can sense movement of anything over 5lbs of weight up to 150 feet away through their sensitive antenna.
They may easily climb even or uneven surfaces as if walking and they can even fight while upside down on uneven ceilings.
Multiattack. Centurions make two attacks per turn, either with its spear or its bite. If a centurion hits first with its spear, the target must make a STR Save DC 13 or be pulled toward the centurion's pincers giving the centurion advantage on its bite attack roll.
Spear. Melee Weapon Attack: +5 to hit, reach 10ft., one creature. Hit 7 (1d8+3) piercing damage.
Spear. Ranged Weapon Attack: +5 to hit, reach 20/60ft., one creature. Hit 6 (1d6+3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Description
A centurion is an abomination of the fey magic which spawned the hybrid of humanoids such as elves or orcs with a giant centipede. It appears as the body of an 8-10 foot long huge centipede with the upper body, arms, and head of a humanoid with bulging black bug eyes, foot long antennas, and a drooling pincer mouth. It wears bronze chest plate armor and helm. The centurion uses a long spear with a barbed hook it uses to pull targets in close for a bite with it's venom dripping pincers.
Lair and Lair Actions
Centurions was created by the legendary sorcerer, Yulith who uses these creatures as his castle guards.
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