Antelotaur (5e Creature)
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Medium monstrosity, neutral good
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.
Light Frame. The antelotaur is considered a Small creature for the purpose of determining its carrying capacity.
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.
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.
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.