Medium Humanoid, Any Alignment
Armor Class 15 Natural Armor
Hit Points 23 (5d8 + 8)
Speed 40 ft., Climb 50 ft.
STR
14 (+2)
DEX
12 (+1)
CON
9 (-1)
INT
10 (+0)
WIS
8 (-1)
CHA
15 (+2)
Saving Throws CHA +5
Damage Vulnerabilities Cold
Damage Resistances Acid, Fire
Condition Immunities Blinded, Frightened, Stunned
Senses Blindsight The centenus is completely blind, Tremorsense, Passive Perception 11
Languages Abyssal, Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Echolocation, the Centenus is blind, therefore uses a low barely audible noise to view the surroundings. It cannot see while its deafened.
Armed advantage, the Centenus has advantage on strength checks, due to the arms.

Spellcasting. The Centenus is a 3rd to 6th-level spellcaster. Its spellcasting ability is charisma (spell save DC 10, +2 to hit with spell attacks). The Centenus has following warlock spells prepared:
Cantrips: eldritch blast, prestidigitation
1st level (4 slots): Cause fear, unseen servant
2nd level (2 slots): misty step, shatter

Actions

Multiattack. The Centenus makes six attacks when unarmed. Or three attacks wielding 3 weapons or spells

Strike. Melee weapon attack:  +6 to hit, reach 5 feet, one target. Hit 8 (2d10 + 3) bludgeoning damage.

Bonus Actions

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Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Centenus is of average size class, and of the humanoid variety. Sporting Digigrade legs and arms sixfold its mouth reaches from ear to ear, able to tear enemies apart and swallow them whole. The Centenus is blind, and relies on vibrations and sound to see its surroundings, Being able to sense players when they take a normal step from 60 feet. Its vital organs and some body parts are protected by slightly thin but durable plates of black natural armor, its head excluding the jaw and ears are also covered in these plates. The creatures skin below the armor is less of skin and more of wire, resembling tendrils or wiring strung together to make up the mass of the body below the plates, and said plates only cover the vital organs which are in the same places as the human body. This creature is said to be capable of 3rd to 6th level spells and can be either hostile or helpful, they have no true alignment.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: humanoid

Habitat: Urban

tinylula

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