Centaur Champion
Centaur bands settle their business in a standing circle, and the champion is whoever the circle sends. The role is not hereditary or permanent: it lasts as long as the band keeps sending her. She wields a lance that other members of the band cannot use at the gallop and has never been unseated.
- Physiology
- Beast, Humanoid
- Size
- Large
- Speed
- 60 ft.
- Armor class
- 17
- Hit points
- 127 (15d10 + 45)
- Proficiency
- +3
- STR 20 +5 save +8
- DEX 17 +3 save +6
- CON 17 +3 save +3
- INT 12 +1 save +1
- WIS 16 +3 save +6
- CHA 16 +3 save +3
- Skills
- Athletics +8 , Perception +6 , Survival +6
- Passive Perception
- 16
- Languages
- Sylvan, Common
Traits
-
Charge
If she moves at least 30 feet straight toward a creature and hits it with the lance, the target takes an extra 4d8 damage and makes a DC 16 Strength save or is knocked Prone.
-
Band Mandate
The champion cannot be Charmed or Frightened while carrying out what the band decided, and will not break off until it is done.
Actions
-
Multiattack
The champion makes one lance attack and two hoof attacks.
-
Long Lance
+8 to hit · reach 10 ft.
2d12 + 5 piercing damage
-
Hooves
+8 to hit · reach 5 ft.
2d6 + 5 bludgeoning damage
-
Recurve Bow
+6 to hit · long range
2d8 + 3 piercing damage
-
Wheel Away Bonus action
The champion moves up to her Speed without provoking opportunity attacks.