Huge Humanoid, Any Alignment
Armor Class 18 Natural Armor
Hit Points 65 (9d12 + 12)
Speed 60 ft., Climb 50 ft.
STR
15 (+2)
DEX
12 (+1)
CON
9 (-1)
INT
10 (+0)
WIS
8 (-1)
CHA
18 (+4)
Saving Throws CHA +8
Skills Athletics +11, Intimidation +16
Damage Vulnerabilities Cold
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage Dealt By Traps
Condition Immunities Blinded, Exhaustion, Frightened, Paralyzed, Stunned
Senses Blindsight The centenus is completely blind, Tremorsense, Passive Perception 11
Languages Abyssal, Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Echolocation, the Boss Centenus is blind, therefore uses a low barely audible noise to view the surroundings. It cannot see while its deafened.
Armed advantage, the Boss Centenus has advantage on strength checks, due to the arms.
Keen smell and "sight", The boss Centenus can "smell" or "see" anything up to 120feet even in pitch black darkness

Spellcasting. The Boss Centenus is a 4rd to 7th-level spellcaster. Its spellcasting ability is charisma (spell save DC 17, +4 to hit with spell attacks).

Actions

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

Bite. +3 to hit, reach 5 feet, one target (3d10+5) piercing damage

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

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Teleport (Costs 1 Action). The boss descends into the shadows and teleports up to 80 feet, not allowing for opportunity and giving the enemy a disadvantage roll by being "ambushed"

Chomp (Costs 2 actions.) The creature makes one bite attack or uses its Swallow: The creature makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the creature, and it takes 56 (16d6) acid damage at the start of each of the creature’s turns.

If the creature takes 60 damage or more on a single turn from a target inside it, the creature must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed targets, which fall prone in a space within 10 feet of the creature. If the creature dies, a swallowed target is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Disrupt life (Costs 3 actions.) Each non-undead target within 20 feet of the creature must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

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

Description

The Boss Centenus is of hugesize 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: humanoidmonstrosity

Habitat: MountainUrban

tinylula

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