Regeneration. The Centurion regains 20 hit points at the start of its turn if it has at least 1 hit point.
Multiattack. The construct makes two fist attacks and one Hooked Spear Attack.
Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Hooked Spear. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 33 (4d12 + 7) piercing damage.
A creature hit by the hooked spear becomes grappeled by the Centurion Until it uses it´s action to try and escape.
Smoke of Slow (1/day)
The Centurion releases a thick grey wall of smoke in a 10-ft. radius around it and every creature the Centurion spots as hostile must make a DC 21 Wisdom Saving throw or become slowed.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Spellguard
When a spell is cast against the Centurion and it succeeds on the saving throw roll a d6.
On a 1-3 nothing happens on a 4-6 the Centurion absorbs the spell takes no damáges and may cast the spell within the next 1d6 days. A Centurion can only hold one spell at a time.
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