Centaur Chieftain
Centaur Chieftain
Large monstrosity, chaotic neutral
- Armor Class 16 (chain shirt, shield)
- Hit Points 110 (17d8+34)
- Speed 50 ft.
- STR
19 (+4) - DEX
12 (+1) - CON
14 (+2) - INT
9 (-1) - WIS
14 (+2) - CHA
14 (+2)
- Saving Throws Dex +4, Con +5, Wis +5
- Skills Athletics +7, Perception +5, Survival +5
- Senses passive Perception 15
- Languages Centaur, Common, Sylvan
- Challenge 5 (1,800 XP)
- 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.
- 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.