Medium Undead, Neutral Evil
Armor Class 20 (Plate, Shield)
Hit Points 190 (20d8 + 100)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
21 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
5 (-3)
Saving Throws STR +10, CON +10, CHA +2
Skills Athletics +10, Intimidation +7, Perception +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 60 ft., Passive Perception 17
Languages Understands languages it knew in life, but can't speak
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. The centurion has advantage on saving throws against spells and other magical effects.

Magic Weapons. The centurion's weapon attacks are magical.

Turn Immunity. The centurion automatically succeeds on saving throws against features that turn undead.

Heat Absorption. Whenever the centurion would take fire damage, it instead takes no damage and its armor and weapons glow white hot. Until the end of its next turn, its weapons attack deal an additional 9 (2d8) fire damage, and any creature that ends its turn within 5 ft. of the centurion or hits it with a melee attack takes 5 (1d10) fire damage.

Undead Fortitude. If damage reduces the centurion to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the centurion drops to 1 hit point instead.

Actions

Multiattack. The centurion makes three attacks.

Red-Hot Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) slashing damage damage, or 10 (1d10+5) slashing damage if used with two hands, plus 7 (2d6) fire damage.

Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Storm of Embers (1/Day). The centurion sends hot, glowing embers flying in a circle around it. Each creature within a 20 ft. radius sphere centered on the centurion must make a DC 18 Dexterity saving throw and take 21 (6d6) fire damage, halved on a successful save. This causes the centurions gear to glow white hot, as per its heat absorption trait.

Bonus Actions

Silent Command (Recharge 5–6)The centurion turns its fiery gaze onto one undead creature that it can see within 30 ft. of itself other than itself, and commands it to attack. The target takes 2 (1d4) fire damage and, if it can see the centurion, uses its reaction to make one weapon attack.

Reactions

Parry. The centurion adds 5 to its  AC against one melee attack that would hit it. To do so, the centurion must see the attacker and be wielding a melee weapon.

Description

 

Black, melted plates of metal creak ominously as this commander of Ashen Legionnaires moves, its fiery eyes shine through a cracked helmet. Adventures hesitate to face Ashen Legionnaires one their own, but when a Centurion is present, retreating is more of an option than fighting.

Silent Leaders. The legionnaires cannot speak, and neither can their commanding centurions, yet they seem to understand each other, in some ways. The legionnaires react to the eyes of a centurion, and rush to obey their commands. They attack with a fire in their weapons, or hurry to defend an outpost, or manage a siege weapon. It's unknown how, but the centurions have some kind of authority over their burned brethren.

Mysterious Purpose. Before the centurions were discovered, it was though the legionnaires were perhaps led by evil paladins, or even death knights, and were isolated groups, simply stronger, tougher skeletons; but when observed together, it seems the centurions command any legionnaires they can see. One theory suggests the legionnaires are the foot soldiers of the secretive Arch-lich Vecna, and that he made them and the centurions to command them when he is not available.

Fiery Commanders. The centurions understand their own toughness, and they use it to their advantage. They use their swords, which always glow with heat, to send out shards of burned ground and metal at their enemies and allies alike, bolstering the legionnaires around them while harming their opponents. They're clever tacticians, and use this ability just at the right time, while commanding their allies to attack important targets. Theses ashen commanders are quite capable leaders.

TolkeinDwarfhead

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