Centaur Earthcaller
Large humanoid (centaur), chaotic evil
- Armor Class 13 (leather)
- Hit Points 52 (7d10 + 14)
Speed 50 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 14 (+2) 11 (+0) 17 (+3) 11 (+0)
- Skills Athletics +5, Perception +6, Survival +6
- Senses passive Perception 16
- Languages Common
Challenge 4 (1,100 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 10 (3d6) piercing damage.
Spellcasting. The centaur is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following shaman spells prepared:
Cantrips (at will): lightning blast, mending, mold earth
1st level (4 slots): detect magic, earth tremor, fog
cloud, thunderwave
2nd level (3 slots): chain heal, lava burst, maximilian's
earthern grasp
3rd level (2 slots): call lightning, earthen spikeActions
Multiattack. The centaur makes two attacks: one with its hooves and one with another melee weapon.
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: 9 (2d6 + 3) bludgeoning damage.
Reactions
Earthen Shield (3/Day). When a creature makes an attack against another creature within 15 feet of the centaur, the centaur can give all attacks against that creature disadvantage until the start of its next turn.