Centaur Chieftain

Large Monstrosity, chaotic neutral

Armor Class 16 (chain shirt, shield)

Hit Points 110 (17d8+34)

Speed walk +50

Challenge 5

STR
19
+4
DEX
12
+1
CON
14
+2
INT
9
-1
WIS
14
+2
CHA
14
+2

Saving Throws con +5, dex +4, wis +5

Skills survival +5, athletics +7, perception +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.

Source: Creature Codex · OGL/Open