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Centaur Chieftain 2014

CR 5 monstrosity

Large monstrosity, chaotic neutral


Armor Class
16 (chain shirt, shield)
Hit Points
110 (17d8+34)
Speed
50 ft.

STR19 (+4)
DEX12 (+1)
CON14 (+2)
INT9 (-1)
WIS14 (+2)
CHA14 (+2)

Saving Throws
Dexterity +4, Constitution +5, Wisdom +5
Skills
Athletics +7, Perception +5, Survival +5
Senses
passive Perception 15
Languages
Centaur, Common, Sylvan
Challenge
5 (1,800 XP) · Proficiency Bonus +3

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 14 (4d6) piercing damage.

Actions

Multiattack.

The centaur chieftain makes two attacks: one with its pike and one with its hooves or two with its longbow.

Pike.

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Hooves.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Longbow.

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Leadership.

For 1 minute, the centaur chieftain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the centaur chieftain. A creature can benefit from only one

Leadership die at a time.

This effect ends if the centaur chieftain is incapacitated.

Rearing Strike (Recharge 5–6).

The centaur chieftain rears back on its hind legs and makes a powerful stomp with its hooves. Each creature within 15 feet of the chieftain must make a DC 15 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The attack leaves the centaur chieftain vulnerable, reducing its Armor Class by 2 until the start of its next turn.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details