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Centaur 2014

CR 2 monstrosity

Large monstrosity, chaotic evil


Armor Class
12
Hit Points
63
Speed
50 ft.

STR18 (+4)
DEX14 (+2)
CON14 (+2)
INT8 (-1)
WIS16 (+3)
CHA10 (+0)

Saving Throws
Strength +4, Dexterity +2, Constitution +2, Intelligence -1, Wisdom +3, Charisma +0
Skills
Resistances
Monstrosity Resilience
Senses
passive Perception 13
Languages
Elvish,Sylvan
Challenge
2 (450 XP) · Proficiency Bonus +2

Monstrosity Resilience.

The centaur is resistant to exhaustion and to the frightened condition.

Trampling Charge.

If the centaur moves at least 30 feet straight toward a creature and then hits it with a Pike attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the centaur can make one Hooves attack against it as a bonus action.

Actions

Multiattack.

The centaur makes one Hooves attack and one Pike attack, or it makes three Longbow attacks.

Hooves.

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

Pike.

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

Longbow.

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

Reactions

Defensive Kick.

When a creature the centaur can see within 5 feet of it hits it with an attack, the centaur can kick the attacker. The attacker must succeed on a DC 14 STR save or be knocked prone or pushed up to 5 feet away from the centaur (the centaur's choice).

Other versions

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details