Page 39 - Monster Manual [11th Print]
P. 39

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           C E NTAUR                                         C  E NTAUR
           Large monstrosity, neutral good                   Reclusive wanderers and omen-readers of the wild,
                                                             centaurs avoid conflict but fight fiercely when pressed.
           Armor Class 12                                    They roam the vast wilderness, keeping far from
           Hit Points 45 (6dl0 + 1 2 )                       borders, laws, and the company of other creatures.
           Speed 50 ft.                                       W il derness N o mads. Centaur tribes range across
                                                             lands with mild to hot climates, where a centaur
             STR    DEX    CON      INT    WIS    CHA        requires only light furs or oiled skins to deal with
            18  (+4)   14  (+2)   14  (+2)   9 (-1)   l3 (+l)   ll  (+O)
                                                             inclement weather. They are hunter-gatherers and rarely
                                                             build shelters or even use tents.
           Skills Athletics +6, Perception +3,  Survival +3   Centaur migrations span continents and take decades
                              1
           Senses passive Perception  3
           Languages Elvish, Sylvan                          to repeat, so that a centaur tribe might not retread
           Challenge 2 (450 XP)                              the same path for generations. These long-ranging
                                                             patterns can lead to conflict when centaurs encounter
                                                             settlements of other creatures built along their
           Charge.  If the centaur moves at least 30 feet straight toward a   traditional routes.
          target and then hits it with a pike attack on the same turn, the   Reluctant Settlers. A centaur that can't keep pace
          target takes an extra 10 (3d6) piercing damage.
                                                            with the rest of its tribe is left behind. Some such
             T
          AC I O  N S                                       centaurs vanish into the wilderness and are never
                                                            seen again. Those that can bear the loss of their tribe
                           u
          Multiattack. The centa r   makes two attacks: one with its pike   might take up residence among other races. Frontier
          and one with its hooves or two with its longbow.
                                                            settlements value the nature knowledge of their centaur
          Pike. Melee Weapon Attack: +6 to hit, reach  10 ft., one target.   residents. Many such communities owe their survival to
          Hit: 9 (ldlO + 4) piercing damage.                the insight and acumen of a centaur.
                                                              Despite their reclusive nature, centaurs trade with
          Hooves. Melee Weapon Attack: +6 to  i t, reach 5 ft., one target.   elves and with the caravans of other benevolent
                                     h
          Hit: ll  (2d6 + 4) bludgeoning damage.
                                                            humanoids they meet during their wanderings. A trader
          Longbow.  Ranged Weapon Attack: +4 to hit, range  5 0/600 ft ,   .  might save the life of a wounded or an elderly centaur
                                              1
 •        one target. Hit: 6 (ld8 + 2)  piercing damage.    unfit for long travel, escorting it to a settlement where it
                                                            can peacefully live out the rest of its days.
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