| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +9 |
| DEX | 18 | +4 | +4 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 20 | +5 | +9 |
| CHA | 14 | +2 | +2 |
Magic Resistance. The Centaur Lord has Advantage on saving throws against spells and other magical effects.
Multiattack. The Centaur Lord makes two attacks, using Fey Spear or Sun Ray in any combination.
Fey Spear. Melee Attack Roll: +9, reach 5 ft. Hit: 7 (1d8 + 4) Piercing damage plus 18 (4d8) Thunder damage.
Sun Ray. Ranged Attack Roll: +9, range 90 ft. Hit: 14 (3d6 + 5) Radiant damage, and the target has the Blinded condition until the start of the centaur’s next turn.
Spellcasting. The Centaur Lord casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17):
At Will: Druidcraft, Thorn Whip
Natural Aid (2/Day). The Centaur Lord casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Entangling Trail (Recharge 5–6). The centaur 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 + 5) Bludgeoning damage, and the target has the Restrained condition until the end of its next turn.
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