Large Monstrosity, Typically Neutral Evil
Armor Class 18 Natural armor
Hit Points 252 (25d10 + 75)
Speed 50 ft.
STR
18 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
13 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +8, CON +7
Skills Athletics +8, Perception +7
Condition Immunities Frightened
Senses Passive Perception 13
Languages Leonin
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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.

Actions

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

Name Date Modified Views Adds Version Actions
9/21/2023 6:31:21 PM
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1
1
Coming Soon

Monster Tags: monstrosity

MatiDuro

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