Large Celestial, Neutral Good
Armor Class 21 plate and sheild
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
22 (+6)
DEX
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws DEX +8, CON +8, WIS +7
Skills Athletics +6, Perception +3, Survival +3
Damage Resistances Radiant; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened
Senses Passive Perception 13
Languages Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
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 7 (2d6) piercing damage.

Actions

Multiattack. The centaur makes two attacks: one with its spear and one with its hooves or two with its sun bolt.

Holy Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 6) piercing damage the when the valkicentur hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of the valkacentur until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d6 + 4) bludgeoning damage.

Sun Bolt. Ranged Spell Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) radiant damage.

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.

Habitat: Mountain

Tabana

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