Charge. If the Centaur Conqueror moves at least 20 feet straight toward a target and then hits it with a hoof attack on the same turn, the target takes an extra 14 (3d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Magic Resistance. The Centaur Conqueror has advantage on saving throws against spells and other magical effects.
Multiattack. The Centaur Conqueror makes two attacks: one with its hooves and one with its Greatclub.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
War Stomp (Recharge 5-6). The Centaur Conqueror stomps the ground, releasing a wave of force. Each creature within 15 feet of the Centaur Conqueror must make a DC 16 Constitution saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also stunned until the end of its next turn.
The Centaur Conqueror can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Centaur Conqueror regains spent legendary actions at the start of its turn.
Hooves Attack. The Centaur Conqueror makes a hooves attack.
Stomp (Costs 2 Actions). The Centaur Conqueror uses its War Stomp ability.
Description
A large semi-intelligent centaur beast armed with a rudimentary greatclub. These beings group with Centaur Coursers in dens, and are fiercely territorial.
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