Charge. If the canitaur moves at least 30 feet straight toward a target and then hits it with a heavy greatsword attack on the same turn, the target takes an extra 18 (4d8) slashing damage.
Keen Hearing and Smell. The canitaur has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The canitaur has advantage on an attack roll against a creature if at least one of the canitaur's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The centaur makes two attacks: one with its heavy greatsword and one with its bite or two with its greatbow.
Heavy Greatsword. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3D6 + 4) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Greatbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Description
A canitaur has the body of a direwolf topped by a canid humanoid torso, head, and arms. Pack wanderers and scavengers, they roam the frigid wastes of the North Frost searching for food and shelter from the elements. They generally avoid conflict but will fight in closely coordinated clashes to protect their packs.
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