Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Multiattack. The centaur skeleton makes two attacks: one with its pike and one with its hooves, or two with its longbow.
Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Centaur Skeleton Customization
Some centaur skeletons have the following additional feature at the GM’s discretion.
Spirite Away. The centaur skeleton and up to three creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. An unwilling creature that succeeds on a DC 13 Charisma saving throw can resist this effect.
Description
The Alabaster Sierras are bordered by hazardously treacherous shore-side cliffs and bleak mountains swarming with starving monstrosities. But beneath those peaks is a dense, beautiful, and eerie forest called the Parchwood. During the six-year nightmare that was the Briarwood’s reign, refugees made their home here—but so did Lady Delilah and Lord Sylas’s experiments. The centaur skeletons of the Parchwood are not centaurs at all; rather, they are the remnants of the Briarwoods’ fleeting attempts to entertain themselves by refashioning the remains of different species into unique forms.
- From Tal’Dorei Camappings Setting Reborn Book
Page: 255
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Posted Mar 27, 2022Before anyone points it out I know “Campaign” isn’t spelled right in the slightest. I don’t know how to fix it.