Equine Control. The Centaurpede can control other equine creatures, commanding them to do its will. It can not command the equine to do anything that will hurt or kill it.
Multiple Eyes. The Centaurpede has six eyes. The two larger ones see normally while the other four each have a special sight. One has dark visions, one has true sight, one can see into the future, and one can see into the past.
Spellcasting. The Centaurpede is a 5th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 20, +12 to hit with spell attacks). The Centaurpede has following wizard spells prepared:
Cantrips (at will): firebolt, prestidigitation
1st level (4 slots): sleep, magic missile, feather falling
2nd level (3 slots): dragons breath, flaming sphere, invisibility
3rd level (2 slots): fireball, haste, fly
4th level (2 slots): dimension door, fire shield, greater invisibility
5th level (1 slots): dominate person, cone of fire
Multi attack. The Centaurpede makes 4 hoof attacks or 2 hoof attacks and cast a spell or makes a bite attack.
Hoof Attack. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: (4d6 + 4) bludgeoning damage plus 2d6 fire damage
Bite. MeleeWeapon Attack: +7 to hit, range 10 ft., 1 target. Hit: (3d8 + 5) piercing damage plus 2d10 acid damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Centaurpedes are formed on the rare occasion that the offspring of two centaurs has both horse parts instead of a horse and a human part. They wander around the plains eating whatever they come in contact with. They like the taste of human flesh so they enjoy grazing on small villages.
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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