Charge. If the Centaur Courser 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 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Magic Resistance. The Centaur Courser has advantage on saving throws against spells and other magical effects.
Multiattack. The Centaur Courser makes two attacks, one with its hooves and one with its Greatclub.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) bludgeoning damage.
Description
A medium semi-intelligent centaur beast armed with a rudimentary greatclub. These beings are subservient to Centaur Conquerors in dens.
Comments