TEXT: New Monster: The Centry
  There is nothing to see in this invisible, ethereal creature save 
  for the glowing head.  Fully illuminated and shining its beam 
  like a lantern, centries are mysterious fey creatures originating 
  around the temple of Anamupet, they are guardians, scouts, and 
  hidden stalkers in the woods of the Feyrealm.
  Centry 
   
  Level 3 Controller
  Medium fey 
   
  XP 150
  Initiative +5          Senses Perception +5
  Partial Invisibility personal; gains concealment; closing the eye makes 
  it totally invisible.
  Tingling Throb aura 10; +7 vs. Fortitude; target suffers -2 penalty to all 
  actions (save ends)
  HP 42; Bloodied 21
  AC 20, Fortitude 16, Reﬂex 18, Will 17
  Speed 6
  R Eyebeam (standard; at-will) • Gaze, Radiant
  Close blast 5; +11 vs Reﬂex; 1d6+2 radiant damage.  
  Secondary Attack: +7 vs Fortitude; target is blind for 3 rounds (save 
  ends).
  M Rippling Touch (standard; recharge 4,5,6) • Force
  +9 vs AC; 1d4+1 damage.
  Lawful Good          Language: Special (clicking noises)
  Skills Athletics +8, History +6
  Str 12 (+1)         Dex 17 (+3)      Wis 14 (+2)
  Con 10 (+0)       Int 15 (+2)        Cha 14 (+2)
  Equipment None.
  A seering white light shines in your eyes, projecting from a glowing 
  head hovering in the air..  The head bobs back and forth, side to side 
  with a humanoid twist to its body, and a clicking noise to follow it.
  The problem with creating 
  your ﬁrst 4E original monster is 
  gauging its strengths, especially 
  in a way so that you can assign 
  the appropriate level and 
  challenge to players.  When 
  you’re doing it for your own 
  group, you can have a little 
  leaway with it and tailor the 
  monster to suit your players. 
  But doing the same thing for 
  published material is trickier: 
  if it comes off as too weak or 
  too powerful, it doesn’t look 
  like you know what you’re 
  doing.  And that’s the beauty 
  of these Combat Advantages. 
  I can post them up here for 
  hundreds of gamers to look at, 
  playtest, and comment.
  The centry is a new creature 
  designed for our upcoming 
  adventure, The Key of the Fey. 
  Designed as a type of “mutated 
  fey,” we wanted something that 
  was unique and unexpected 
  for a low-level adventure, but 
  doesn’t become unbelievable 
  to the point that its abilities are 
  nothing more than window 
  dressing.  Have a read and let 
  us know what you think by 
  clicking here.
   Todd Crapper
  
  Powers
  Eyebeam: This powerful white light projects at a blast range of 5 
  squares, causing radiant damage and potentially blinding the target.  
  Any item that can block light can be used as total cover against an 
  eyebeam attack.
   
  Centries can turn oﬀ their illumination (move action) and nullify 
  their eyebeam attack.  Doing so causes complete invisibility (see 
  below).
  Ripping Touch: With concentrated eﬀort, a centry can physically 
  strike a target with a melee attack.
  Partial Invisibility: Due to their illuminated heads, centries do not 
  gain full beneﬁts to invisibility, but they do have half concealment 
  bonuses as their “bodies” are invisible and make it diﬃcult to locate 
  an exact strike on the creature.
   
  Centries can turn oﬀ their illumination as a move action for an 
  indeﬁnite period of time and thereby gain full invisibility beneﬁts.  
  See the section on Invisibility in the D&D 4E Player’s Handbook.
  Tingling Throb: Centries emit a low sonic frequency to sickened and 
  disorient their opponents.  Once a character saves against it,  
  he is considered immune for that encounter.   
   
  As such, centries are never used for stealth-related activities,  
  but to confuse and weaken opponents while other creature break 
  enemy defenses and strike simultaneously.
  Centry Tactics
  Disruption and interference are the duties of centries: with their 
  tingling throb and eyebeams, they spread out along the battleﬁeld 
  and weaken opposition while other creatures connected to or serving 
  with the centries take them down.  When confronted directly, they 
  will ﬂaunt their incorporeal natures and surprise opponents with 
  a rippling touch attack.  Not ﬁercely loyal, they will attempt to ﬂee 
  when bloodied.
  Centry Lore
  As centries are a rare and unique creature to a speciﬁc part of the 
  Feyrealm, a character will have to make a signiﬁcant Arcana check.
  DC 25: There are rumours of bizarre creatures in a pocket of the 
  Feyrealm, but as the rumours state these creatures as invisible, it 
  is diﬃcult to garner gossip from fact.  But these rumours did fall 
  around a fallen deity named Anamupet, a god of evoution and 
  change.  It is said his only temple still stands in the Feyrealm, but has 
  yet to be found.
  
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  D&D, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, and MONSTER 
  MANUAL are trademarks of Wizards of the Coast, Inc. in the USA and other countries 
  and are used with permission. Certain materials, including 4E References in this publi-
  cation, D&D core rules mechanics, and all D&D characters and their distinctive like-
  nesses, are property of Wizards of the Coast, Inc., and are used with permission under the 
  Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in 
  the 4E System Reference Document, available at www.wizards.com/d20. DUNGEONS 
  & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy 
  Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; 
  and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt 
  © 2008 Wizards of the Coast, Inc. All rights reserved.
  Combat Advantage is a series of free supplemental material for the 
  Dungeon & Dragons 4E Roleplaying Game™ courtesy of  
  
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