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.
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.
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 (ld10 + 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: +6 to hit, range 150/600 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.
Lightfooted. The centaur can take the Dash or Disengage action as a bonus action on each of its turns.
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.
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