Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a glaive attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Multiattack. The centaur makes two attacks: one with its glaive and one with its hooves.
Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. The net is tied to the centaur by a 15 ft. length of rope.
Drag. If a creature is restrained by the Centaur Raider's net, and the raider moves more than 10ft, the creature must make a DC 18 Dexterity Saving throw or be knocked prone and be dragged behind the Centaur Raider. The dragged creature takes 1d4 bludgeoning damage for every 10 ft. it is dragged, increased to 2d4 for every 10 ft. if dragged over rough terrain. If it makes the saving throw, the creature is still pulled behind the raider, but is not knocked prone and takes no damage from being dragged. A creature that is already prone automatically fails this save.
Net Drag: If the Centaur Raider hits enemy with its net attack and has used at least 10 ft of movement this turn, it may dash as a bonus action.
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.
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