War Centaur (5e Creature)
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Large monstrosity, chaotic neutral (50%) or chaotic evil (50%)
Aggressive. As a bonus action, the centaur can move up to its speed toward a hostile creature that it can see.
Brute. A melee weapon deals one extra die of its damage when the centaur hits with it (included in the attack).
Pack Tactics. The centaur has advantage on attack rolls against a creature if at least one of the centaur's allies is within 5 feet of the creature and the ally isn't incapacitated.
Trampling Charge. If the centaur moves at least 30 feet straight toward a creature and then hits it with a lance or hooves attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the centaur can make another attack with its hooves against it as a bonus action.
Rampage. When the centaur reduces a creature to 0 hit points with a melee attack on its turn, the centaur can take a bonus action to move up to half its speed and make a lance attack.
Reckless. At the start of its turn, the centaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Relentless (Recharges after a Short or Long Rest). If the centaur takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Running Leap. With a 10 feet running start, the centaur can long jump up to 30 feet.
Multiattack. The centaur makes three attacks: one with its lance and two with its hooves or three with its longbow.
Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) piercing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 1) piercing damage. If the target is a creature, it must succeed a DC 15 Constitution saving throw or take (2d6) poison damage. On a successful save, the creature takes half damage.
Foul tempered and quick to brawl, this centaur breed is a far divergence from the traditional. They stampede across the countryside on powerful hooves, pillaging and plundering all along the way.
Mighty Nomads. War centaurs are not much different in physiology from ordinary centaurs but are taller and bulkier. They wander across continents in dense tribes, which are ruled by a strict hierarchy where they strongest stands on top. As such, those able to fight, which is most of the tribe, are always brawling amongst themselves to rise through the ranks. Such aggression amongst their peers is quick to rub off on foals of both sexes. Foals are also quick to fight each other to solve their disputes. They will kick, shout, punch, stomp, and even bite each other if they do not get their way. Often the largest kids, especially among colts, will bully smaller members of the tribe. Migrations of the war breed are still long, but not continent-spanning. More often, they stay within an area equivalent to a country, living of off the land.
Stallion Soldiers. Sometimes, war centaurs may become mercenaries and take up temporary jobs as guards, escorts, or bouncers. However, more often they take what they may need by pillaging it from settlements. They take all of value, necessary or monetary, with ruthless efficiency and then gallop off onto the plains, disappearing for their next raid. These raids rival those of gnolls and orcs in fearsome legends. The quick speed of the centaurs means the village is up in flames and under attack before the citizens can even comprehend what's happening.