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 Con +5, Dex +4, Wis +5
Skills Survival +5, Athletics +7, Perception +5
Senses passive Perception 15
Languages Centaur, Common, Sylvan
Challenge 5
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.
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.






