Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a hooves attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage.
Innate Spellcasting. The centaur’s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast a number of spells, requiring no material components.
1/day each: Haste, Slow, Fireball, Lightning Bolt, Shatter, Conjure Minor Elementals, Legend Lore
Multiattack. The centaur makes two attacks with its hooves or two with its Magic Rod.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Magic Rod. Ranged Magic Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 8 (1d10 + 2) force damage.
Description
A centaur has the body of a great horse topped by a humanoid torso, head, and arms. Reclusive wanderers, they avoid conflict but fight fiercely when pressed.
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