Large Aberration, Chaotic Evil
Armor Class 15
Hit Points 45 (6d10 + 12)
Speed 50 ft., Burrow 25 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (-1)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws WIS +3
Skills Athletics +6, Perception +3, Survival +3
Damage Resistances Cold
Condition Immunities Frightened, Paralyzed
Senses Tremorsense, Passive Perception 13
Languages Abyssal
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Charge. If the centitaur moves at least 20 feet straight toward a target and then hits it with a pincer attack on the same turn, the target takes an extra 10 (2d6) piercing damage.

Actions

Multiattack. The centitaur makes two attacks: one with its head-pincers and one with its hand-pincers or two with its laser prongs.

Head-Pincers. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage, +4 poison damage.

Hand-Pincers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 4) piercing damage, +2 poison damage.

Laser Prongs. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, +2 cold damage.

Description

A centitaur has the body of a huge centipede topped by a humanoid torso, head, and arms - but the last two have drippy, oversized poisonous pincers. Yes, hands with pincers. Active in their community and voracious readers, they're what's for dinner. Also, their tails shoot lasers bits.

Habitat: ArcticUnderdark

Camanimal

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