Charge. If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 20 (6d6) piercing damage.
Multiattack. The centaur makes four attacks: three with its storm pike and one with its hooves, or four with its longbow.
Storm Pike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage plus 10 (3d6) lightning damage.
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Blessing of the Gods. As a bonus action, the centaur lord calls upon the gods. All centaurs within a 30 ft. radius, including the centaur lord, gains the benefit of the bless spell for 1 minute. The centaur lord does not need to concentrate on this spell.
Legendary Resistance (1/Day). If the centaur lord fails a saving throw, it can choose to succeed instead.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Centaurs are fiercely loyal to Thylea's native gods. Most tribes venerate the Mother Goddess Thylea, but many others worship the Twin Titans, Sydon and Lutheria. This does not necessarily make them evil—the Titans have long protected the centaur tribes and blessed them with glorious battles and bountiful land. Centaur history reaches back to long before the arrival of the settler races. When the first settlers arrived, the centaur tribes were largely indifferent to their presence. But during the First War, the Dragonlords and the Five Gods struck devastating blows against the centaur tribes. This has resulted in long-lasting enmity. Consequently, for the past several centuries, the centaurs have increasingly sought to drive the trespassing settler races out of Thylea by any means necessary
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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