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 17 (5d6) piercing damage.
Indomitable (2/Day). The centaur rerolls a failed saving throw. It must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the centaur can regain 15 hit points.
Multiattack. The centaur makes three attacks: two with its Halbred and one with its hooves or three with its longbow.
Halbred. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 4) piercing damage.
Slashing Gallop (Recharge 5–6). The centaur moves up to its speed in a straight line and targets each creature within 10 feet of it during its movement. Each target must succeed on a DC 16 Dexterity saving throw or take 10 (1d10+5) slashing damage.
Description
Centaur champions are noble and fearless warriors who lead their tribes into battle. They are able to cleave through multiple targets with their halberds.
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