Saturday, June 21, 2025

Centuars

Tier 1 Centaurs (Levels 1-4)

Centaur Grunt

Large monstrosity, neutral good

Armor Class 12 Hit Points 19 (3d10 + 3) Speed 50 ft.

STR 17 (+3) DEX 14 (+2) CON 12 (+1) INT 9 (-1) WIS 11 (+0) CHA 10 (+0)

Skills Athletics +5, Perception +2 Senses passive Perception 12 Languages Elvish, Sylvan Challenge 1/2 (100 XP)

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 7 (2d6) piercing damage. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see.

Actions Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Centaur Scout

Large monstrosity, neutral good

Armor Class 12 Hit Points 33 (6d10) Speed 50 ft.

STR 10 (+0) DEX 16 (+3) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)

Skills Deception +5, Insight +4, Investigation +3, Perception +6, Persuasion +5, Stealth +5 Senses passive Perception 16 Languages Elvish, Sylvan, plus any one additional language Challenge 1 (200 XP)

Charge (Optional). 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 7 (2d6) piercing damage. Aggressive (Optional). As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Cunning Action. On each of its turns, the centaur can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The centaur deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the centaur that isn't incapacitated and the centaur doesn't have disadvantage on the attack roll.

Actions Multiattack. The centaur makes two melee attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


Centaur Berserker

Large monstrosity, any chaotic alignment

Armor Class 13 (hide armor) Hit Points 76 (9d10 + 27) Speed 50 ft.

STR 17 (+3) DEX 14 (+2) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)

Skills Athletics +5 Senses passive Perception 10 Languages Elvish, Sylvan Challenge 2 (450 XP)

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. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Reckless. At the start of its turn, the centaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Centaur Shaman

Large monstrosity, neutral good

Armor Class 12 Hit Points 52 (6d10 + 18) Speed 50 ft.

STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 13 (+1) CHA 12 (+1)

Skills Intimidation +3, Religion +2 Senses passive Perception 11 Languages Elvish, Sylvan Challenge 2 (450 XP)

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. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Druidic Fury (Optional). The centaur deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack). 

Spellcasting. The centaur is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The centaur has the following druid spells prepared: Cantrips (at-will): druidcraft, guidance, resistance 1st level (4 slots): cure wounds, faerie fire, thunderwave 2nd level (2 slots): enhance ability, spiritual weapon (reflavored as a spectral hoof)

Actions Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage, or 12 (1d10 + 3 plus 1d8) if Druidic Fury is active. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, or 14 (2d6 + 3 plus 1d8) if Druidic Fury is active.


Centaur Champion

Large monstrosity, neutral good

Armor Class 14 (hide armor, shield) Hit Points 68 (8d10 + 24) Speed 50 ft.

STR 17 (+3) DEX 14 (+2) CON 16 (+3) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)

Saving Throws Con +5, Wis +2 Senses passive Perception 10 Languages Elvish, Sylvan Challenge 3 (700 XP)

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. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Brave. The centaur has advantage on saving throws against being frightened.

Actions Multiattack. The centaur makes two melee attacks. Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the centaur can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the centaur. A creature can benefit from only one Leadership die at a time. This effect ends if the centaur is incapacitated.

Reactions Parry. The centaur adds 2 to its AC against one melee attack that would hit it. To do so, the centaur must see the attacker and be wielding a melee weapon.


Centaur Veteran

Large monstrosity, neutral good

Armor Class 15 (splint) Hit Points 76 (9d10 + 27) Speed 50 ft.

STR 17 (+3) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)

Skills Athletics +5, Perception +2 Senses passive Perception 12 Languages Elvish, Sylvan Challenge 3 (700 XP)

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. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see.

Actions Multiattack. The centaur makes two pike attacks. If it has a javelin drawn, it can also make a javelin attack. Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Tier 2 Centaurs (Levels 5-10)

Centaur Elite Warrior

Large monstrosity, neutral good

Armor Class 16 (studded leather, shield) Hit Points 88 (11d10 + 22) Speed 50 ft.

STR 15 (+2) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)

Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth +7 Senses passive Perception 14 Languages Elvish, Sylvan Challenge 5 (1,800 XP)

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. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see.

Actions Multiattack. The centaur makes two pike attacks. Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 4 plus 1d8) piercing damage. (Damage includes extra from a strong strike) Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Reactions Parry. The centaur adds 3 to its AC against one melee attack that would hit it. To do so, the centaur must see the attacker and be wielding a melee weapon.


Centaur High Shaman

Large monstrosity, neutral good

Armor Class 13 (hide armor) Hit Points 120 (13d10 + 49) Speed 50 ft.

STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 13 (+1) WIS 16 (+3) CHA 14 (+2)

Skills Perception +6, Religion +4 Senses passive Perception 16 Languages Elvish, Sylvan Challenge 6 (2,300 XP)

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. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Druidic Fury (Optional). The centaur deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). Spellcasting. The centaur is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The centaur has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, resistance, primal savagery 1st level (4 slots): cure wounds, detect magic, faerie fire, speak with animals 2nd level (3 slots): hold person, spiritual weapon (spectral hoof), web 3rd level (3 slots): call lightning, dispel magic, spirit guardians 4th level (3 slots): divination, guardian of faith 5th level (2 slots): insect plague, scrying

Actions Multiattack. The centaur makes two melee attacks. War Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) necrotic damage (or 18 (1d6 + 3 + 1d8 + 4d6) if Druidic Fury is active). Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage (or 14 (2d6 + 3 + 1d8) if Druidic Fury is active).


Centaur Assassin

Large monstrosity, any non-evil alignment

Armor Class 15 (studded leather) Hit Points 97 (12d10 + 31) Speed 50 ft.

STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)

Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Damage Resistances poison Senses passive Perception 13 Languages Elvish, Sylvan, Thieves' Cant Challenge 8 (3,900 XP)

Charge (Optional). If the centaur moves at least 30 feet straight toward a target and then hits it with a shortsword attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Aggressive (Optional). As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Assassinate. During its first turn, the centaur has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the centaur scores against a surprised creature is a critical hit. Evasion. If the centaur is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the centaur instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). The centaur deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the centaur that isn't incapacitated and the centaur doesn't have disadvantage on the attack roll.

Actions Multiattack. The centaur makes two shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.


Centaur Warlord

Large monstrosity, neutral good

Armor Class 18 (plate, shield) Hit Points 120 (13d10 + 49) Speed 50 ft.

STR 17 (+3) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 11 (+0) CHA 15 (+2)

Saving Throws Int +5, Wis +3, Cha +5 Senses passive Perception 10 Languages Elvish, Sylvan Challenge 6 (2,300 XP)

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. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Martial Advantage. Once per turn, the centaur can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the centaur that isn't incapacitated.

Actions Multiattack. The centaur makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the centaur can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the centaur. A creature can benefit from only one Leadership die at a time. This effect ends if the centaur is incapacitated.

Reactions Parry. The centaur adds 3 to its AC against one melee attack that would hit it. To do so, the centaur must see the attacker and be wielding a melee weapon.


Tier 3 Centaurs (Levels 11-16)

Centaur War Priest

Large monstrosity, neutral good

Armor Class 16 (plate) Hit Points 142 (18d10 + 45) Speed 50 ft.

STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 17 (+3) CHA 13 (+1)

Saving Throws Con +6, Wis +7 Skills Intimidation +5, Religion +4 Senses passive Perception 13 Languages Elvish, Sylvan Challenge 9 (5,000 XP) Proficiency Bonus +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. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Druidic Fury (Optional). The centaur deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).

Actions Multiattack. The war priest makes two pike attacks, and it uses Primal Bolt. Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 3) piercing damage plus 10 (3d6) necrotic damage. If Druidic Fury is active, damage increases by 1d8. Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Primal Bolt. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) necrotic damage, and it is frightened until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't frightened. Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15): At will: guidance, resistance, thaumaturgy 1/day each: banishment, command, dispel magic, spirit guardians, guardian of faith, hold person, lesser restoration, revivify

Bonus Actions Healing Chant (Recharge 4–6). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.


Centaur Bloodreaver

Large monstrosity, neutral good

Armor Class 17 (studded leather) Hit Points 180 (20d10 + 70) Speed 50 ft.

STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)

Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9 Senses passive Perception 16 Languages Elvish, Sylvan Challenge 11 (7,200 XP) Proficiency Bonus +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. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Druidic Fury (Optional). The centaur deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack). Reckless. At the start of its turn, the centaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions Multiattack. The centaur makes three pike attacks. Pike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 5) piercing damage plus 10 (3d6) necrotic damage. If Druidic Fury is active, damage increases by 1d8. Javelin. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) bludgeoning damage.

Bonus Actions Blood Frenzy. When the centaur reduces a creature to 0 hit points with a melee attack on its turn, it can use a bonus action to make one additional melee attack.


Centaur Elder Shaman

Large monstrosity, neutral good

Armor Class 13 (hide armor) Hit Points 121 (18d10 + 24) Speed 50 ft.

STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 20 (+5) CHA 16 (+3)

Saving Throws Int +6, Wis +9 Skills Arcana +6, History +6, Religion +13 Senses passive Perception 15 Languages Elvish, Sylvan, plus any four additional languages Challenge 12 (8,400 XP)

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. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Magic Resistance. The centaur has advantage on saving throws against spells and other magical effects. Spellcasting. The centaur is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The centaur can cast pass without trace and speak with dead at will and has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, poison spray, primal savagery, thaumaturgy 1st level (4 slots): bane, cure wounds, detect magic, thunderwave 2nd level (3 slots): enhance ability, spiritual weapon (spectral hoof), web 3rd level (3 slots): call lightning, conjure animals (dire wolves or giant boars), dispel magic 4th level (3 slots): blight, confusion, guardian of nature 5th level (3 slots): commune with nature, insect plague, scrying 6th level (1 slot): flesh to stone, heroes' feast 7th level (1 slot): fire storm 8th level (1 slot): earthquake 9th level (1 slot): storm of vengeance

Actions Staff of the Wilds. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.


Centaur Inquisitor

Large monstrosity (Cleric, Centaur), neutral good

Armor Class 16 (breastplate) Hit Points 184 (23d10 + 58) Speed 50 ft.

STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)

Saving Throws Con +7, Wis +10, Cha +10 Skills Intimidation +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened Senses passive Perception 20 Languages Elvish, Sylvan Challenge 14 (11,500 XP) Proficiency Bonus +5

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. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Discern Treachery. The inquisitor knows when a creature speaks a lie. Druidic Fury (Optional). The centaur deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).

Actions Multiattack. The inquisitor makes two Ritual Blade attacks. Ritual Blade (Pike). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If Druidic Fury is active, damage increases by 1d8. Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following druidic spells prepared: Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead, inflict wounds 1st level (4 slots): bane, command, detect magic, sanctuary 2nd level (3 slots): hold person, spiritual weapon (spectral hoof), zone of truth 3rd level (3 slots): bestow curse, dispel magic, spirit guardians 4th level (3 slots): banishment, compulsion, guardian of faith 5th level (3 slots): contagion, insect plague, geas 6th level (1 slot): harm 7th level (1 slot): divine word 8th level (1 slot): holy aura 9th level (1 slot): mass heal (reflavored as a blood ritual heal)

Bonus Actions Spectral Whip (Recharges after a Short or Long Rest). The inquisitor conjures a spectral whip. For 1 minute, this whip counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the whip, it can choose to add 3d6 necrotic damage to the hit.


Tier 4 Centaurs (Levels 17-20)

Centaur Chosen Shaman

Large monstrosity, neutral good

Armor Class 15 Hit Points 288 (32d10 + 128) Speed 50 ft.

STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)

Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Intimidation +11 Senses passive Perception 18 Languages Elvish, Sylvan Challenge 18 (20,000 XP) Proficiency Bonus +6

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. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Druidic Fury (Optional). The centaur deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).

Actions Multiattack. The centaur makes two pike attacks and uses Primal Burst. Pike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (1d10 + 5 plus 1d8) piercing damage. If Druidic Fury is active, damage increases by 1d8. Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d6 + 5) bludgeoning damage. Primal Burst (Recharge 5–6). The centaur creates a burst of raw elemental energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 36 (8d8) thunder or lightning damage (centaur's choice) on a failed save, or half as much damage on a successful one. Spellcasting. The centaur is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The centaur has the following druid spells prepared: Cantrips (at will): druidcraft, fire bolt, poison spray, primal savagery, thaumaturgy 1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave 2nd level (3 slots): barkskin, spiritual weapon (spectral hoof), web 3rd level (3 slots): call lightning, conjure animals, dispel magic 4th level (3 slots): blight, dominate beast, freedom of movement 5th level (3 slots): conjure elemental, insect plague, scrying 6th level (1 slot): flesh to stone, sunbeam 7th level (1 slot): fire storm, regenerate 8th level (1 slot): earthquake, tsunami 9th level (1 slot): storm of vengeance

Reactions Protective Call (3/Day). When another creature attacks a creature within 30 feet of the centaur, the centaur can use its reaction to impose disadvantage on the attack roll.


Centaur Grand Warlord

Large monstrosity (Warlord/Shaman), neutral good

Armor Class 17 (half plate) Hit Points 297 (33d10 + 110) Speed 50 ft.

STR 22 (+6) DEX 18 (+4) CON 20 (+5) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)

Saving Throws Con +11, Wis +11, Cha +12 Skills Athletics +12, Intimidation +12, Perception +11, Survival +11 Condition Immunities charmed, frightened, poisoned Senses passive Perception 21 Languages Elvish, Sylvan, Giant Challenge 20 (25,000 XP) Proficiency Bonus +6

Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a Magic Pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see. Druidic Fury (Optional). The centaur deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack). Reckless. At the start of its turn, the centaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions Multiattack. The grand warlord makes two attacks with its Magic Pike or Rod of Domination. It can also use Savage Roar. Magic Pike. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 6) piercing damage plus 18 (4d8) necrotic damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn. If Druidic Fury is active, damage increases by 1d8. Rod of Domination. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) psychic damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be charmed by the grand warlord for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 6) bludgeoning damage. Savage Roar (2/Day). The grand warlord emits a terrifying roar. Each creature of its choice within 60 feet of it that can hear it must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the grand warlord's Savage Roar for the next 24 hours.

Bonus Actions Warlord's Command (Recharge 4-6). The grand warlord can inspire its allies. Up to three creatures of its choice within 30 feet of it that can hear it gain advantage on their next attack roll or saving throw made before the end of their next turn. Summon Warband (1/Day). The grand warlord magically summons 1d4 + 1 Centaur Champions (or similar Tier 2 centaur leaders) or 1 Centaur High Shaman. The summoned creatures appear in unoccupied spaces within 60 feet of the grand warlord, act as allies of its summoner, and can't summon other creatures. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.

Legendary Actions The grand warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The grand warlord regains spent legendary actions at the start of its turn. Command Ally. The grand warlord targets one ally it can see within 30 feet of it. If the target can hear and understand the grand warlord, it can use its reaction to make one weapon attack. Pike Attack. The grand warlord makes one Magic Pike attack. Rally (Costs 2 Actions). The grand warlord chooses up to three allies within 30 feet of it. Each target gains 10 (3d6) temporary hit points.

The Engineer's Gambit

 Mission Title: The Engineer's Gambit Here is your populated dungeon template, including its text-based map: [Zone 12 (Slave Pen Annex /...