Kryx RPGThemesCreatures
Centaur

Centaur

Large monstrosity
Challenge
2

STR
4
DEX
2
CON
2
INT
−1
WIS
1
CHA
0

45
6d10+12
14
Fort
+3
Ref
+4
Will
+0

Speed 10 m.
Skills Athletics +6 (17), Brawn +6 (17), Insight +1 (12), Perception +3 (14), Wilderness +3 (14)
Languages Elvish, Sylvan

Actions (2)

Pike. Melee Weapon Attack: +6 to hit, reach 2 m. Hit: 9 (1d10 + 4) piercing damage.

Longspear. Melee or Ranged Weapon Attack: +6 to hit, reach 1 m. or range 5/20 m. Hit: 8 (1d8 + 4) piercing damage, or 9 (1d10 + 4) piercing damage if used with two hands to make a melee attack.

Hooves (1/turn). Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 11 (2d6 + 4) bludgeoning damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 20/200 m. Hit: 6 (1d8 + 2) piercing damage.

Forest, Grasslandsrd

Maneuvers

As an action, you can make a ranged weapon attack at double your weapon’s range and long range. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that deals piercing damage in an attempt to pierce the creature, traveling through to other targets.

If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn and Acrobatics, it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

Enhance

You can increase the damage for each additional stamina die expended.