Medium Humanoid (Elf), Lawful Evil
Armor Class 21 (ring of protection, Half Plate, +3)
Hit Points 240 (20d8 + 140)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +11, CON +12, WIS +10
Skills Athletics +9, History +9, Insight +10, Intimidation +12, Perception +10
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion
Senses Darkvision 120 ft., Passive Perception 20
Languages Common, Elvish
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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)

Actions

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.

Bonus Actions
Hexblade’s Curse. The centurion chooses one creature it can see within 30 ft. to curse it for 1 minute (or until the target dies, it dies, or it is incapacitated). Against the cursed target, the centurion gains a +6 bonus to damage rolls (included in attack), scores a critical hit on a roll of 19 or 20, and regains 25 HP if it dies. The centurion may choose to move it's curse instead of regaining HP.
Reactions

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.

Armor of Hexes. If the target cursed by the centurion's Hexblade’s Curse hits it with an attack roll, it can use it's reaction to roll a (1d6. On a 4 or higher, the attack instead misses the centurion, regardless of its roll.
Legendary Actions

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.

Monster Tags: elf

Habitat: UnderdarkUrban

dckeller

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