Half-Celestial Centaur (5e Creature)
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Half-Celestial Centaur
Large monstrosity, any good alignment Armor Class 13
Skills Athletics +7, Insight +4, Perception +4, Religion +2, Survival +4 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 10 (3d6) piercing damage. Innate Spellcasting (1/Day). The centaur can innately cast dispel evil and good (spell save DC 12), requiring no material components. Its innate spellcasting ability is Charisma. Radiant Blessing. The centaur has advantage on saving throws against being charmed or frightened. Sense Evil and Good. The centaur senses powerful good and evil within 120 feet of it at will. This trait otherwise works like the detect evil and good spell but it isn't itself magical. Spellcasting. The centaur is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12). The centaur knows the following sorcerer spells: Cantrips (at will): light, mage hand, minor illusion, prestidigitation ACTIONSMultiattack. The centaur 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: 10 (1d10 + 5) piercing damage. Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
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A centaur with the Half-Celestial template applied to it. Centaurs infused with divine goodness, half-celestial centaurs are usually created by powerful and mysterious rituals known only to the centaurs themselves. Wings like those of a pegasus adorn its body, and it can dispel creatures of vile nature with innate magic. |
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