Large Monstrosity, Neutral Good
Armor Class 14
Hit Points 90 (12d10 + 20)
Speed 50 ft.
STR
18 (+4)
DEX
18 (+4)
CON
14 (+2)
INT
9 (-1)
WIS
13 (+1)
CHA
11 (+0)
Skills Athletics +6, Perception +3, Survival +3
Senses Passive Perception 13
Languages Elvish, Sylvan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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 10 (3d6) piercing damage.

Lightfooted. The centaur can take the Dash or Disengage action as a bonus action on each of its turns.

Skirmish Advantage. The centaur gains advantage on the first attack roll of its turn if it has moved to a space at least 15 feet from the space it occupied at the start of its turn.

Actions

Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Reactions

Skirmisher. When an enemy the centaur can see ends its turn within 5 feet of it, the centaur can move up to half its speed. This movement doesn’t provoke opportunity attacks.

Description

Primarily used as scouts, centaur skirmishers take advantage of their mobility and employ hit and run tactics to attack the most important targets within the enemy ranks.

Habitat: ForestGrassland

Marduk2012

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