Draught Centaur (5e Creature)

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Draught Centaur[edit]

Large monstrosity, chaotic good (50%) or lawful neutral (50%)


Armor Class 11
Hit Points 95 (10d10 + 40)
Speed 40 ft.


STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 19 (+4) 9 (-1) 15 (+2) 12 (+1)

Skills Athletics +12, Perception +4
Senses passive Perception 14
Languages Common, Elvish, Sylvian
Challenge 4 (1,100 XP)


Beast of Burden. The centaur is considered to be a Huge creature for the purpose of determining its carrying capacity.

Brave. The centaur has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the centaur hits with it (included in the attack).

Natural Athlete. The centaur has advantage on Strength (Athletics) checks.

Rampage. When the centaur reduces a creature to 0 hit points with a melee attack on its turn, the centaur can take a bonus action to move up to half its speed and make a fist attack.

Reckless. At the start of its turn, the centaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless (Recharges after a Short or Long Rest). If the centaur takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Sure-Footed. The centaur has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Trampling Tackle. If the centaur moves at least 30 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the centaur can make another attack with its hooves against it as a bonus action.

Wrestler. The centaur may make a Strength (Athletics) check to initiate a grapple as a bonus action.

ACTIONS

Multiattack. The centaur makes three melee attacks, only one of which may be a slam.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.


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Centaurs are known for their traveling life and continent-crossing migrations. However, there were those who are tired of never staying in one place and have decided to stand their ground and move for no member of the tribe. These centaurs decided to join settlements of humanoids and help them using their strength for big building projects. The descendants of these individuals have the hardy and powerful draught centaurs.

Heavy Duty. Also known as draft or urban centaurs, draught centaurs are a tall and brawny breed almost like a lumberjack. They have massive muscles and great strength behind them from years of carrying, lifting, pushing, and pulling heavy materials and objects. There physical size and power is a grand sight and serves as an inspiration to the entire community.

City Folk. Draught centaurs have helped build grand cities from the ground up. With their powerful bodies, they've turned settlements from small villages to thriving industrial centers. These cities will able to create grand industrial products thanks to the draught centaurs' great strength and endurance. They also have no problem shipping the products from place to place by pulling the carts behind them.
While they are quite strong and imposing, this doesn't translate to their character. Draught centaurs are quite friendly and all around nice if a little loud. However, should one of their friends or someone innocent being attacked or harassed they're quick to jump to the defense. While they're not particularly violent, draught centaurs can deal large amounts of damage within a small increment of time. Thugs and hooligans on the street stand little chance against the powerful hooves and fists of draught centaurs. An even worse place to make one mad is the tavern, as they're fond of their alcohol.

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