Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a spear attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
Combat Wild Shape. As a bonus action, the centaur druid can magically assume the shape of a beast that it has seen before, twice per short rest (Max CR 1). It can stay in this new form for up to 4 hours, at which point it reverts back to its normal form. It can also end the Wild Shape as a bonus action or when knocked unconscious. Additionally, while transformed by Wild Shape, the centaur druid can as a bonus action expend one spell slot to regain 1d8 HP per level of the spell slot expended.
Spellcasting. The centaur druid is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The centaur druid had the following druid spells prepared:
Cantrips (at will): Frostbite, Mold Earth, Thorn Whip
1st level (4 slots): Cure Wounds, Entangle, Ice Knife
2nd level (3 slots): Flame Blade, Heat Metal, Pass without Trace
3rd level (3 slots): Call Lightning, Meld into Stone, Tidal Wave
Druidic Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 4/1d8+4) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Description
Fierce and staunch defenders of natures, these centaurs have adopted the ways of the land. Wielding spears with glowing green crystal blades, they draw upon druidic magic to protect their lands and their herd.
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