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5ead/monsters/md/creature_codex/centaur-chieftain.md
2025-06-07 07:58:30 -05:00

2.1 KiB

Centaur Chieftain

Large Monstrosity chaotic neutral

  • Armor Class: 16 (chain shirt, shield)
  • Hit Points: 110 (17d8+34)
  • Speed: walk 50 ft.
  • Challenge Rating: 5 (1,800 XP)
  • Source: Creature Codex, page 60
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 14 (+2) 9 (-1) 14 (+2) 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

Special Abilities

  • 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.