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 1d6 piercing damage.
Spike. Deal an additional 1d6 to all attacks.
Great Weapon Fighter. Reroll 1's and 2's on damage rolls
Second Wind. Once per short rest regain 1d10+5 hp as a bonus action.
Action Surge. Once per short rest gain an extra action.
Battle Master. (4d8) DC:15
- Push. Add die to damage and Str save to push 15 feet.
- Precise. Add die to attack roll.
- Disarm. Add die to damage and Str save or drop item.
Charger. Can attack as a bonus action after taking the dash action to gain +5 to damage or push up to 10 feet.
Multiattack. Cherrie makes two attacks.
Pike +1. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 1d10 + 5 piercing damage plus an additional 1d6.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 2d6 + 4 bludgeoning damage plus an additional 1d6.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 1d8 + 2 piercing damage plus an additional 1d6.
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.