Murumbrian Centurion

You are the elite of Murumbria! Your blades of shadow have torn through many Hoyleans in your time. The fears you have accomplished to reach the rank of Centurion are brutal and worthy of song. Your blades will make the “heroes” of this time tremble as you march forward with Darkness as your guide. The mission must be completed at all costs! Failure is not an option!


Capture the Chosen One: Your mission is simple, capture the Chosen One for The Dark Ones so they may be offered the Blessing of Murumbria. If someone steps between you and your goal, you will strike them down with your terrifying power over Darkness. f you capture the chosen one, you must carry them to the Gate to leave, you cannot rift with anyone else but yourself in this time. If the PCs step aside and don’t impede your hunt for the Chosen One, let them by and say something snarky to thank them for their “obedience” or remind them that they are “wise for respecting such power”


Reset: The Murumbrian Centurions will reform after killed in 10 minutes and resume their mission until the 1 hour timer is over or gate is destroyed.


Body: 400

Weapons: 1h and Shield or 2 Long Claws

Damage: 30 Magic Darkness (Attack normal speed, quicker with 2 claws but sword and shield tactical PC style fighting)

Magic: Spellstrike Drain Life x5, Spellstrike Wither Limb x5, Spellstrike 50 Elemental Darkness x10

Defenses: No Metabolism, Phase x5, Dodge x5, Immune to Pin/Web/Bind/Confine/Imprison, Immune to Charm/Command, Healed by Darkness and Time, Double damage taken from Light, Threshold 10

Abilities: Focus, Slay/Parry x10 (100 Magic Darkness Slay), Rift x5 (3 Count), Arcane Corruption (as per spell but for Darkness) x3

Killing Blow: No (only via Spellstrike Death, drop PCs and move to next target)

Motivation: The PCs are pawns in a greater game, you are the Knight on this chessboard so ignore the lesser pieces and go for the victory.

Speech: Speak with a raspy dissonant voice. Never speak in full sentences, speak in riddles, be very cryptic.

Tactics: Form up in a tactical formation with Wizards and other Centurions when you are able to. You move as one to greater effectiveness.

Movement: You have no feet, so you cannot run. You float and gesture dramatically with your swords before you activate Slays and Blade attacks