Medium Humanoid, Any Alignment
Armor Class 17 Strong, light armor
Hit Points 120 (11d12)
Speed
STR
18 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +8, DEX +7
Condition Immunities Frightened
Senses Passive Perception 13
Languages Common, Latin
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Special Trait Name.

Centurion Confidence: if you engage a centurion and it is a 1v1, roll against being intimidated

Centurion beat down: all unarmed attacks deal 1d6 instead of 1d4

Centurion Leadership: centurions can spend their turn boosting their ally’s ac by 2, and giving them back 2d8 health, as well as dispelling any ally that is frightened or intimidated. 30 foot range 

special spells: the centurion can cast vicious mockery, but can do no other bonus actions that turn.

 

 

Actions

Action Name. Enter the description for your action.

Action Melee Attack. 

Movete!: centurions can make grab attacks as a bonus action. When the centurion goes for a grab, they can either hit the grabbed enemy for an unarmed attack twice, or hit once and throw the enemy 5 feet, or 10 feet if the thrown enemy fails a dc 14 dexterity check 

Incredibilis!: if an enemy is knocked prone, the centurion can make a leaping stab, doing 2d10 damage if it hits.

Etiam!:the centurion can use a bonus action to use goading strike on their enemy 

Īnfirmus!: the centurion can use parry, following it up with a knee to the opponents face, pushing them back 5 feet

Gladius: deals 1d8 damage on hit. Can charge up an attack that costs one turn, giving them advantage on their next attack, and if the attack hits the target is knocked prone, and the centurion can use its ability Icredibilis to land that big hit in them. All attacks during the centurions charging turn have advantage on him. 

 

 

Action Ranged attack. 
Pugio: throws a small knife dealing 1d8 damage

Reactions

Opportunity attacks for any that leave combat without disengaging, or any that come within 5 feet of them while moving to another destination (not if they are coming close to attack or fight.) 

Legendary Actions

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

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

Description

”Barritus”. That is the war cry of the centurion. That cry entailed fear into the hearts of many, and that fear was then cut out by the centurion. High ranking military men, they know how battle works, and how to win said battles. Clothed in many metals, often bronze or iron, the centurions are very intimidating to look at, with their helmets forged to look like faces screaming back at you. With their blood rusted gladius’s, they are not afraid to attack first, and humiliate you while they do it. 

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

Baguett

Comments

Posts Quoted:
Reply
Clear All Quotes