| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 13 | +1 | +1 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Charge: If the Centaurpede moves at least 30 feet in the direction of the target and hits it with a maw attack on the same turn it deals 10 (3d6) slashing damage.
Crushing Hunter: The Centaurpede has advantage on attacks against grappled creatures.
Multi-attack: The Centaurpede can make one of each, Maw and Tendril attacks.
Lashing Maw: Melee Weapon Attack: +8 to hit, reach 5ft., single target. Hit: 14 (2d10 + 6) slashing damage. Centaurpede's mandibles lash out at the target.
Gripping Tendrils: Melee Weapon Attack: +8 to hit, single target. Hit: 11 (1d12 + 5) piercing damage. Using it's legs, Centaurpede grabs a target and begins crushing it. On successful hit the target is grappled. On it's turn, the target may attempt a DC15 Strength Saving Throw to get free.
Legendary Actions are equal to amount of leg sements -1 per turn
Neurotoxic Spew (Costs 1 Action). The Centaurpede's opening releases a toxic spray in a 30ft cone. Targets hit by this attack must make a DC 15 Con Save, on a failure the target's movement speed is halved and they have disadvantage on Strength and Dexterity Saving Throws until start of next turn and take 3d6 necrotic damage. Half Damage on success.
At the start of Centaurpede's turn roll a d6, recharge ability on a 5 or 6.
One But Many: Centaurpede can make a Gripping Tendrils attack with one of it's leg segments.
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 Centaurpede is a Fey Monstrosity created through the shifts and tides of Winter's(Unseelie) Court, twisted by magics to fit many purposes. Though they have many different forms, they usually consist of an Eladrin for the torso and the greater lower half resembles that of a giant centipede with mixes of equestrian legs scattered throughout it's segments; where the two bodies meet there's a venomous opening with gnashing teeth. Seen as small as 15ft long and some much grander accounts of up to 60!
Version 1.0 is as simple as they come, they usually consist of 3-4 segments(including the head and sets of legs) and measure in around 25-30ft long, the top half doesn't do a whole lot besides sway around and coordinate some attacks with the lower half. It may mutter in Sylvan or Elvish.
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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