Huge Monstrosity, Lawful Evil
AC 18 royal chitin    Initiative +4 (14)
HP 245 (23d12 + 92)
Speed
Mod Save
STR 20 +5 +5
DEX 18 +4 +9
CON 18 +4 +9
Mod Save
INT 10 +0 +0
WIS 16 +3 +8
CHA 20 +5 +10
Resistances Poison, Psychic
Immunities Poison; Charmed, Frightened, Poisoned
Senses Passive Perception 20
Languages None
CR 14 (XP 11,500; PB +5)
Traits

🜁 Aura of Arrogance (Psychic Aura)

Creatures that start their turn within 20 ft. must make a DC 18 Wisdom save or suffer Disadvantage on attack rolls against the Centiprex until the start of their next turn.
On a failure of 5 or more, the creature also believes it is undefeatable and must move at least 10 ft. toward the Centiprex (willingly) on its turn.

🜁 Royal Venom

Its venom overloads the target with euphoric delusions of superiority.
Whenever the Centiprex deals poison damage, the target must succeed on a DC 18 Charisma save or suffer Pride Poisoning:

  • The creature gains temporary HP equal to half the poison damage taken.

  • The creature becomes reckless: it must use its action to attack each turn, and all attacks against it have Advantage.

Lasts 1 minute or until cured by lesser restoration.

🜁 Segmented Body

The Centiprex can move through spaces as narrow as 2 ft. wide without squeezing.

🜁 Legendary Resistance (3/day)

Actions

🜁 Multiattack

The Centiprex makes three attacks:
• 1 bite
• 2 scything leg strikes

Bite

Melee Weapon Attack: +10 to hit, reach 10 ft., one target
Hit: 17 (2d10 + 5) piercing + 16 (3d10) poison.
Target must save vs Royal Venom.

Scything Legs (x2)

+10 to hit, reach 5 ft.
Hit: 14 (2d8 + 5) slashing.

Crown Hood Flare (Recharge 5–6)

The Centiprex flares its hood, revealing hypnotic eye-patterns.
Creatures of its choice within 30 ft. must make a DC 18 Wisdom save or become:

  • Stunned for 1 round

  • Forced to drop to one knee as if bowing

On success, they are immune for 24 hours.

Bonus Actions

Regal Strike

If a creature within 10 ft. misses the Centiprex with an attack, it makes a bite attack against that creature.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Actions

(3 per round)

  1. Scuttle Step – Move up to half speed without provoking.

  2. Tail Scythe – Make one scything leg attack.

  3. Royal Command (Costs 2) – Force one creature within 20 ft. to make a DC 18 Wis save or be compelled to use its reaction to kneel (fall prone).

Mythic Actions

Mythic Action Name. 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 jungle air stills as a faint metallic clicking pulses through the darkness—like jeweled rings tapping against stone. Bioluminescent motes drift up from the ground as something long, coiling, and impossibly segmented slides between the roots. Then you see its hood.

A crown-shaped cobra hood, stretched wide and patterned with shifting iridescent eyes, rises above a centipede’s plated body. Each segment is armored in lacquered chitin resembling carved onyx; each leg ends in a glistening scythe. A feathery arrangement of gold-tipped sensory tendrils fans from the hood like a royal crest. Hundreds of legs clatter in sync, producing a sound like a mocking applause.

The creature’s true face—if it can be called that—splits into three vertical maws lined with needled fangs. The cobra’s own mouth opens within the centipede’s, layered like a terrible crown within a crown.

It regards all intruders not with hunger, but contempt.
You are beneath it. You exist only to kneel—or be broken.

Its venom is radiant gold, and those stung find their senses twisted: they hear whispered praise that isn’t real, feel invincible even as they die, or see themselves as gods until their bodies cannot keep up with the lie.

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.

b33lzebubbles

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