Antelotaur (5e Creature)

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Medium monstrosity, neutral good

Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 50 ft.

14 (+2) 18 (+4) 12 (+1) 9 (-1) 13 (+1) 10 (+0)

Skills Acrobatics +6, Perception +3, Survival +3
Senses passive Perception 13
Languages Elvish, Sylvan
Challenge 1/2 (100 XP)

Charge. If the antelotaur moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Dry Runner. The antelotaur has advantage on saving throws against exhaustion induced by heat.

Light Frame. The antelotaur is considered a Small creature for the purpose of determining its carrying capacity.

Nimble Escape. The antelotaur can take the Disengage or Hide action as a bonus action on each of its turns.

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

Standing Leap. The antelotaur's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

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


Multiattack. The antelotaur makes two attacks: one with its spear and one with its ram or two with its shortbow.

Spear. Melee or Rangened Weapon Attack +4 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Lithe and gracile, antelotaurs are smaller cousins of centaurs. Just as reclusive and nomadic as their cousins, antelotaurs are more passive and, in general, tend to use their nomadic skills to run when things get rough.

Diminutive Nomads. Antelotaur tribes live in dry savannas with searing weather, and thus have thinner coats than centaurs. Their hunter-gatherer lifestyle is geared more towards gathering than hunting as they aren't the largest or most ferocious thing on the plains.
In fact, antelotaurs are preyed upon by many grassland predators, from wolves and giant weasels to big cats and hyenas. Antelotaurs are not particularly violent and any animals they kill to eat tend to be small, such as rodents, rabbits, and lizards.

Reluctant Fighters. Antelotaurs are generally nonviolent and tend to be more open to trade, though they have little to give. When violence should break out, their first instinct is normally to run for the hills and hope to get away. If they have to, they will leave members of the tribe behind. Those that can stand the loss may join up with communities, but they are known to be forced laborers in some societies as they're not powerful or violent.
However, when they fight they fight together. They attack their assailants on mass, poking, prodding, and ramming from all sides and directions. When pressed enough, they will fight to the very end.

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