Legendary Resistance (3/day). If the centurion fails a saving throw, it can choose to succeed instead.
Devil's Sight. Magical darkness doesn’t impede the centurions darkvision.
Burden of Time. Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the centurion.
Fey Ancestry. The centurion has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Eldritch Mind. The centurion has advantage on Constitution saving throws that it makes to maintain it's concentration on a spell.
Spellcasting. The centurion is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast (4 beams, +5 bonus to each damage roll and pushes target back 5 ft.) (1d10+5 damage), green-flame blade (3d8 damage) (3d8+5 damage), minor illusion, prestidigitation
1st−5th level (4 5th-level slots): armor of Agathys, banishment, blight (9d8 damage), cone of cold (8d8 damage), counterspell, darkness, dispel magic, fly, invisibility, misty step, negative energy flood (5d12 damage), shield, synaptic static (8d6 damage), thunder step (5d10 damage)
1/day each: mass suggestion, finger of death, (7d8+30 damage), feeblemind (4d6 damage), blade of disaster (4d12 damage)
Multiattack. The centurion makes two greatsword attacks.
Greatsword, +3 . Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 36 (2d6+29) slashing damage.
Misty Escape (Recharges after a Short or Long Rest). When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.
The Centurion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.
Cast a Cantrip. The centurion casts a cantrip that has a casting time of one action.
Mind Blast (Costs 2 Actions). The centurion emits psychic energy in a 10-foot radius sphere centered on itself. Each creature in the area mush succeed on a DC 20 Wisdom saving throw or take 12 (2d12) damage and be stunned until the end of their next turn.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Lair and Lair Actions
Lair Actions. A centurion can use lair actions. On initiative count 20 (losing initiative ties), the centurion can take a lair action to cause one of the following effects; the centurion can’t use the same effect two rounds in a row:
- The centurion casts the spell lightning bolt (10d6 damage) spell (at 5th level) originating from a bulkhead of it's ship that it can see within 100 feet of it.
- The centurion casts the spell reverse gravity centered on a point it can see on the deck of it's ship. The centurion can choose the creatures that are affected by the spell.
- The centurion increase gravity on it's ship in a 20-foot radius sphere centered on a point it can see on the deck of it's ship. Each creature must make a DC 20 Strength saving throw or be knocked prone. While prone a creature must make a DC 20 Strength Athletics check to stand up.
Comments