War Centaur (5e Creature)

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War Centaur[edit]

Large monstrosity, chaotic neutral (50%) or chaotic evil (50%)


Armor Class 17 (patchwork armor, shield)
Hit Points 59 (7d10 + 21)
Speed 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 16 (+3) 10 (+0) 15 (+2) 12 (+1)

Skills Athletics +8, Intimidation +7, Perception +5, Survival +5
Proficiency Bonus +3
Senses passive Perception 15
Languages Elvish, Orc, Sylvan
Challenge 6 (2,300 XP)


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).

Pack Tactics. The centaur has advantage on an attack roll against a creature if at least one of the centaur's allies is within 5 feet of the creature and the ally isn't incapacitated.

Trampling Charge. If the centaur moves at least 30 feet straight toward a creature and then hits it with a lance or hooves attack on the same turn, that target must succeed on a DC 17 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.

Raider. The centaur has advantage on Charisma (Intimidation) checks and may make one as a bonus action.

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.

Running Leap. With a 10-foot running start, the centaur can long jump up to 30 feet.

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

ACTIONS

Multiattack. The centaur makes three attacks: one with its lance and two with its hooves or three with its longbow.

Lance. Melee Weapon Attack: +8 to hit (with disadvantage if the target is within 5 feet of the centaur), reach 10 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Bolas. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage and the target must succeed on a DC 10 Strength (Athletics) check or be knocked prone.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 1) piercing damage. If the target is a creature, it must make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save or half as much damage on a successful one.

BONUS ACTIONS

Aggressive. The centaur moves up to its speed toward a hostile creature that it can see.

Rampage. When the centaur reduces a creature to 0 hit points with a melee attack on its turn, the centaur moves up to half its speed and makes a lance attack.


Warcentaur.jpeg
A war centaur, ready for battle.

Foul tempered and quick to brawl, this centaur breed is a far divergence from the traditional. They stampede across the countryside on powerful hooves, pillaging and plundering all along the way.

Mighty Nomads. War centaurs are not much different in physiology from ordinary centaurs but are taller and bulkier. They wander across continents in dense tribes, which are ruled by a strict hierarchy where the strongest stands on top. As such, those able to fight, which is most of the tribe, are always brawling amongst themselves to rise through the ranks. Such aggression amongst their peers is quick to rub off on foals of both sexes. Foals are also quick to fight each other to solve their disputes. They will kick, shout, punch, stomp, and even bite each other if they do not get their way. Often the largest kids, especially among colts, will bully smaller members of the tribe. Migrations of the war breed are still long, but not continent-spanning. More often, they stay within an area equivalent to a country, living off the land.

Stallion Soldiers. Sometimes, war centaurs may become mercenaries and take up temporary jobs as guards, escorts, or bouncers. However, more often they take what they may need by pillaging it from settlements. They take all of value, necessary or monetary, with ruthless efficiency and then gallop off onto the plains, disappearing for their next raid. These raids rival those of gnolls and orcs in fearsome legends. The quick speed of the centaurs means the village is up in flames and under attack before the citizens can even comprehend what's happening.
Some tribes are more vicious and ruthless than others; such tribes will kill left and right with no qualms. Children, pregnant women, cripples, livestock, few creatures are sparred in these raids. Some may even take an even crueler action to gain money and resources. These tribes are ruthless, bloodthirsty slavers. Men, women, and children are taken and sold to the highest bidders. No matter the bounty, the tribe always trains them before they're sold, and will keep half their catch for themselves. Whips, kicks, clubs, waterboarding; these are the methods used to crush the wills of their "merchandise." Children are trained more brutally than adults, as it proves more defeating. Young colts and fillies are allowed to participate in the training, disciplining, and managing of slaves, as it teaches them "responsibility" and toughness for the battlefield. A particularly cruel form of entertainment is the forcing of slaves to fight each other brutally, with children being slightly more popular than adult combat.

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