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.
Spellcasting. The centaur is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +9 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, poison spray, thorn whip
1st level (4 slots): animal friendship, cure wounds, entangle, thunderwave
2nd level (3 slots): healing spirit, moonbeam, pass without trace
3rd level (3 slots): call lightning, wind wall
4th level (3 slots): freedom of movement, guardian of nature
5th level (1 slot): wrath of nature
Multiattack. The centaur makes two attacks: one with its sickle and one with its hooves or two with its longbow.
Sickle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) slashing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Description
Centaur shamans are druids who often lead their tribes or are chief advisors to the tribe's chieftain. In combat, they prefer to use their spells to heal their brethren but will not hesitate to unleash nature's wrath against their enemies if pressed.
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