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Centaur Khan

Large humanoid (centaur), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 105 (11d10 + 44)
  • Speed 50 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 11 (+0) 14 (+2) 11 (+0)

  • Skills Athletics +8, Perception +5, Survival +5
  • Senses passive Perception 15
  • Languages Common
  • Challenge 6 (2,300 XP)


Brave. The centaur has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra damage die when the centaur hits with it (included in the attack).

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.

Relentless (Recharges after a Short or Long Rest). If the centaur takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. The centaur makes three attacks: two with its greataxe and one with its hooves.

Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

War Cry (1/Day). Each creature of the centaurs choice within 30 feet of it that can hear it gains advantage on attack rolls until the start of the centaurs next turn. The centaur then makes a melee weapon attack as a bonus action.