Large Monstrosity, Neutral
Armor Class 18 Chainmail
Hit Points 95 (6d10 + 12)
Speed 50 ft.
STR
24 (+7)
DEX
15 (+2)
CON
18 (+4)
INT
9 (-1)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws STR +9, CON +6
Skills Athletics +6, Perception +3, Survival +3
Damage Resistances Bludgeoning
Condition Immunities Frightened, Petrified
Senses Passive Perception 13
Languages Elvish, Sylvan Centaurii
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Gore. Once a combat round a bull centaur can use gore as a bonus action. Target an enemy within 10 feet with a +4 melee attack. On a hit the target takes 2d8 piercing damage plus 1d6 bleeding damage till the wound is healed.

Rampage. Once a day a bull centaur when overcome by battle list can use rampage. It can use all its attacks again once a combat round till the combat ends but all attacks against it are at advantage.

Actions

Multiattack. The centaur makes two attacks: one with its warglaive and one with its hooves or two with its greatbow.

Great Warglaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Greatbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: (2d8 + 6) piercing damage.

Description

Bull centaurs are the warrior caste amongst centaur society far larger and more powerful than their smaller kin as their name would suggest, they are formidable opponents. Formed from the bottom half of a great bull and the top half of something more akin to an ogre than a man, crowned even by a deadly set of horns.

Habitat: ForestGrassland

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