Immutable Form. The centurion is immune to any spell or effect that would alter its form.
Magic Resistance. The centurion has advantage on saving throws against spells and other magical effects.
Rgeneration. The centurion regains 20 hit points at the start of each its turns, provided it is above 0 hit points.
Legendary Resistance (2/Day). If the centurion fails a saving throw, it can choose to succeed instead.
Lockdown. The centurion does not expend reactions to make attacks of oppertunity as long as it has a reaction remaining.
Multiattack. The centurion makes one concussive rifle attack, and four turret attacks. Alternatively, it can make a slam attack followed by a cluster bombardment attack.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 bludgeoning damage, and the target is knocked prone if it is large or smaller.
Concussive Rifle. The centurion targets a 20 foot sphere of space within 100 feet of it. All creatures within that space must succeed a DC 19 strength saving throw or be pushed back 40 feet, and take 13 (2d12) bludgeoning damage
Turret. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 20 (4d8+2) force damage.
Cluster Bombardment. (1/short rest) The centurion shoots out heavy cannonsballs in all direction with the intent of crushing enemies. All creatures within 100 feet must succeed a DC19 dexterity saving throw or get impacted. Prone creatures have disadvantage on the save. On a failure, the target is knocked prone and takes 44 (8d10) bludgeoning damage. If the target is already prone they are restrained under the ball and must make a strength save (DC 19) to escape as an action.
Slam. In reaction to a creature coming into its reach, the centurion can make a slam attack.
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