Large Monstrosity, Neutral Good
Armor Class 20 Plate, shield
Hit Points 144 (17d10 + 51)
Speed 60 ft.
STR
20 (+5)
DEX
14 (+2)
CON
17 (+3)
INT
9 (-1)
WIS
13 (+1)
CHA
11 (+0)
Skills Athletics +8, Perception +4, Survival +4
Senses Passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. In addition, the target of the attack must make a DC 16 Strength saving throw or be knocked prone.

Mobile. The centaur ignores difficult terrain.

Reactive. The centaur can take one reaction on every turn in combat.

Actions

Multiattack. The centaur makes two melee attacks.

Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Description

A centaur has the body of a great horse topped by a humanoid torso, head, and arms. Reclusive wanderers, they avoid conflict but fight fiercely when pressed.

Nothing epitomises the martial qualities of the centaur quite like the centaur knight. Only the strongest, the
swiftest, the toughest of their kind become knights, and it is a matter of great honour to become one.
Each knight belongs to an order, and each order has a rigid hierarchy of knights, with its own code. Rivalries
between orders are common, yet outright war is rare. Most knights would rather find a more peaceful means to resolve their issues, as the few conflicts which have escalated to warfare have left thousands of centaurs dead, and left entire orders destroyed forever.
More than knights of other races, these rules are essential to separate the knights from their wild nature. Their natural, untamed nature is very effective for most of their kind. It is the best way for anyone who lives a life away
from combat, but for a knight, such an approach could be fatal.
Capitalising on their abilities, the heavily armoured knights prefer a wedge formation, pierrcing enemy
formations with lance and hoof alike, leaving their foes trampled and injured in their wake.
Most of their time is spent training, preparing themselves to follow orders without hesitation, without a thought to slow them down. Practising against different styles of fighting, on different terrains and in every weather condition they can.

Yet like most people, not everything is fighting and training. Camaraderie is as important as training, and there
is nothing a centaur knight enjoys quite like some sporting jousting. Week long events are often organised to celebrate dates with some importance to the knights, or in tribes with a larger proportion of knights, dates with some meaning to the tribe.

Dual Nature. Although tempered by training, most knights are in some level of conflict between their true wild
nature and the strict nurture of their training.

Duel Nature. Centaur knights love a duel, and need very little excuse for a jousting competition, outside of combat at least.

Created by /u/1d6Qdventurers

Habitat: ForestGrassland

FilipePassosCoelho

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