Magic Resistance. The centaur has advantage on saving throws against spells and other magical effects.
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it its hooves on the same turn, the target takes an extra 14 (4d6) bludgeoning damage.
Innate Spellcasting. The cenatur's innate spellcasting ability is Wisdom (save DC 14). It can innately cast the following spells, requiring no components:
2/day: plant growth
1/day: guardian of nature
Multiattack. The centaur makes three attacks: two with its longswords and one with its hooves or two with its longbow.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Description
A centaur has the body of a great horse topped by a humanoid torso, head, and arms. A centaur of the FeyWilds was born with a wild heart, and they are aligned to either the of the two courts, or solely to themselves. They are often seen as hunters or mercenaries, and are powerful entities when they have been raised in the FeyWilds. They are one of the creatures that was born of the FeyWilds, but many have left long ago, leaving behind the powerful, wild iterations that they once were.
Previous Versions
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