Large Monstrosity, Chaotic Evil
Armor Class 14 Natural armour + shield
Hit Points 45 (6d10 + 12)
Speed 60 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
7 (-2)
Skills Athletics +6, Perception +3, Survival +3
Senses Passive Perception 13
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Blood sent. If a creature in 1 mile has less than all its hit points the centigor knows the basic direction to go to get to that creature.

Charge. If the centigor 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.

Drunken Recklessness. As a bonus action, the centigor gains advantage on attack rolls and can make an extra pike attack until the end of the turn, until the start of the centigor’s next turn it has disadvantage on dexterity saving throws and attacks targeting it have advantage.

Actions

Multiattack. The centigor makes two attacks: one with its pike and one with its claws or two with its longbow.

Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing 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: ForestGrassland

Starlessneutron

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