| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +8 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 15 | +2 | +2 |
| CHA | 11 | +0 | +0 |
Multiattack. The centaur makes three attacks, using Lance or Javelins in any combination.
Lance. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (1d12 + 7) Piercing damage.
Javelins. Ranged Attack Roll: +8, range 30/120 ft. Hit: 10 (1d6 + 7) Piercing damage.
Trampling Charge (Recharge 4–6). The Chief Yatto moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 15. Failure: 11 (2d6 + 4) Bludgeoning damage, and the target has the Prone condition.
Intercepting Strike (Recharge 6) Chief Yatto as a reaction may strike any enemy attacker, that does not select him as a target, and is within 10ft of him, with one Lance attack. If this attack would incapacitate the enemy attacker their turn ends without the need to take a death save until their next turn.
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