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.
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
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.)
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.
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