Kryx RPGThemes
Centaur

Centaur

Large humanoid
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 +5 (16), Brawn +5 (16), Insight +1 (12), Perception +2 (13), Wilderness +2 (13)
Languages Elvish, Sylvan

Maneuvers. The centaur uses maneuvers (maneuver save Difficulty 14). It has 5 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: distant shot, impale, knockback, lunge, spring attack, sprint, trampling charge, trip

Actions (2)

Pike. Melee Weapon Attack: +5 to hit, reach 2 m. Hit: 9 (1d10 + 4) piercing damage.

Longspear. Melee or Ranged Weapon Attack: +5 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: +5 to hit. Hit: 11 (2d6 + 4) bludgeoning damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 20/200 m. Hit: 6 (1d8 + 2) piercing damage.

Forest, Grasslandsrd

Maneuvers

As an action, make a ranged weapon attack at double your weapon’s range and long range.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

As an action, make a melee weapon attack with a weapon that deals piercing damage 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 failure, 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, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

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 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

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 or Nimbleness (if it chooses to avoid you), 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.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.