Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 21 (6d6) piercing damage.
Legendary Resistance (3/Day). If the centaur lord fails a saving throw, it can choose to succeed instead.
Multiattack. The centaur makes three attacks: two with the Unicorns Last Gift and one with its hooves or three with its longbow.
Unicorns Last Gift. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
The centaur lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The centaur lord regains spent legendary actions at the start of its turn.
Guardians Presence. The centaur lord casts a spell from the Unicorns Last Gift.
Kick Off. (2 Actions) The centaur lord makes a Hooves attack and then moves 10ft.
Run Down. (3 Actions) The centaur lord moves up to half its speed and makes an attack with the Unicorns Last Gift.
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.
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