Large Monstrosity, Neutral Good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
9 (-1)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws DEX +4, CHA +4
Skills Athletics +6, Perception +3, Performance +4, Persuasion +4, Survival +3
Senses Passive Perception 13
Languages Elvish, Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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 10 (3d6) piercing damage.

Spellcasting. The centaur is a fifth-level spellcaster (spell save DC 12, +4 to hit with spell attacks). The centaur has the followed bard spells prepared:

Cantrips: Blade Ward, Mending, Thunderclap

1st level (4 slots): Cure Wounds, Faerie Fire, Longstrider, Thunderwave

2nd level (3 slots): Skywrite, Hold Person

3rd level (2 slots): Catnap, Leomund's Tiny Hut

Actions

Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

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.

Some centaurs will become bards to keep traditions and stories alive among herds, and also for beneficial spells to aid their herd.

Habitat: ForestGrassland

HallaarKiirgalan

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