Centaur Chieftain

Creature Codex (3pp)

Size
Large
Type
monstrosity
Alignment
chaotic neutral
AC
16 (chain shirt, shield)
Hit Points
110 (17d8+34)
Speed
walk 50 ft.
Saving Throws
Dex +4, Con +5, Wis +20, Cha +5
Skills
Athletics +7, Perception +5, Survival +5
Passive Perception
15
Languages
Common, Sylvan
Challenge
5
Environment
grassland
STR
19
+4
DEX
12
+1
CON
14
+2
INT
9
−1
WIS
14
+2
CHA
14
+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 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 (Recharges after a Short or Long Rest)

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.

recharge

SHORT

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.

recharge

D5

Other data

description