Large Monstrosity, Neutral Good
Armor Class 12
Hit Points 112 (15d10 + 30)
Speed 50 ft.
STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
17 (+3)
CHA
13 (+1)
Skills Athletics +6, Perception +6, Survival +6
Senses Passive Perception 13
Languages Elvish, Sylvan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
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.

Spellcasting. The centaur is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 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

Actions

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 (ld4 + 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 creature. Hit: 8 (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.

Monster Tags: monstrosity

Habitat: ForestGrassland

SadHorizon

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