Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a halberd attack on the same turn, the target takes an extra 17 (5d6) slashing damage.
Indomitable (2/Day). The centaur rerolls a failed saving throw. It must use the new roll.
Multiattack. The centaur makes three attacks: two with its halberd and one with its hooves or three with its longbow.
Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (ld10 + 5) slashing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one creature. Hit: 8 (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.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the centaur can regain 15 hit points.
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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