Armor Class
10
Hit Points
26
(4d6 + 12)
Speed
20 ft.
STR
13
(+1)
DEX
11
(+0)
CON
16
(+3)
INT
4
(-3)
WIS
5
(-3)
CHA
6
(-2)
Damage Immunities
Poison
Condition Immunities
Exhaustion, Poisoned
Senses
Darkvision 60 ft., Passive Perception 7
Languages
Understands Abyssal but can't speak it
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Pack Tactics. The contraur has advantage on attack rolls against a creature if at least one of the contraur's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 1) piercing damage.
Buck. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage. The target must succeed on a DC 12 Strength saving throw or fall Prone. Contraur falls prone after performing this attack.
Description
Whenever a centaur is born, the universe attempts to maintain the balance, and creates a contraur — an undead horse head with a human pelvis and legs.
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