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Habitat: Forest, Grassland, Planar (Feywild); Treasure: Armaments, Individual

Centaur troopers are knight-like guardians. Many are suspicious of non-Fey creatures.


Centaurs

Centaurs are defenders of forests, plains, and sites of primeval power. With upper bodies like humans’ and the lower bodies of horses, centaurs charge into battle against those who would harm their allies.

Actions

Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination.

Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage.

Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage.

Bonus Actions

Trampling Charge (Recharge 5–6). The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition.


Centaur Trooper

Large Fey, Neutral Good
  • Armor Class 16
  • Hit Points 45 (6d10 + 12)
  • Speed 50 ft.
  • Initiative +2 (12)
STR
18 (4)
DEX
14 (2)
CON
14 (2)
INT
9 (-1)
WIS
13 (1)
CHA
11 (0)
  • Saving Throws Str +4, Dex +2, Con +2, Int -1, Wis +1, Cha +0
  • Skills Athletics +6, Perception +3
  • Senses passive Perception 13
  • Languages Elvish, Sylvan
  • Challenge 2 (450 XP)
  • Habitat Forest, Grassland, Planar (Feywild)
  • Treasure Armaments, Individual
  • Gear Breastplate, Longbow, Pike

Actions


  • Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination.
  • Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d10 + 4) Piercing damage.
  • Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) Piercing damage.
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