Mighty Charge. If the centalion moves at least 30 feet straight toward a target and then hits it with a colossal sword attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage, and the target must succeed on a Strength saving throw or be pushed 15 feet and fall prone.
Multiattack. The centalion makes three attacks with its colossal sword or two attacks with its hugebow.
Colossal Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (5d6 + 4) slashing damage.
Hugebow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 23 (6d6 + 2) piercing damage plus 11 (2d10) lightning damage.
Description
A centalion has the body of a great horse topped by a furry brawny humanoid torso which has head, mane and claws of a lion with large horns. It tends to live reclusively, taking ancient cities, mossy dungeons or other archaeological ruins as its lair. It has no ideals or aspirations; its only goal is to live peacefully and alone in its lair. Even though he does not enjoy violence, it is very territorial, attempting to slay every intelligent life form that invades its home.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the centalion takes a lair action to cause one of the following effects; the centalion can’t use the same effect two rounds in a row.
- The lair's terrain becomes difficult terrain until initiative count 20 on the next round.
- Any creature that is targeting another creature with a spell must make a Constitution saving throw DC 18. If it fails, the spell ends.
- Each creature within 15 feet of the centalion must succeed on a Wisdom saving throw or use its reaction to move away from the centalion at half speed.
- Every creature within a mile of the centalion learns that it is in combat. Normal beasts will run away if they are too close.
Previous Versions
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9/21/2023 6:31:21 PM
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Coming Soon
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