Charge. If the Centaur Knight moves at least 30 feet straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Trampling Charge. If the Centaur Knight moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Centaur Knight can make another attack with its hooves against it as a bonus action.
Multiattack. The centaur makes two attacks: one with its lance and one with its hooves or two with its crossbow.
Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 4) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Description
A Centaur Knight is an ordinary centaur that adopts the values of chivalry and honor. They often are found wandering in herds serving no lords or brotherhoods but helping anyone in need they come across. Usually their herds consist of 3-6 Centaur Knights and any squires they might have.
Previous Versions
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5/23/2024 6:24:29 AM
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Coming Soon
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