Centaur Warden

Large Fey, Neutral Good
Initiative +2 (12)
AC 16
HP 105 (14d10 + 28)
Speed 50 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
18
+4
+4
Dex
14
+2
+2
Con
14
+2
+5

Int
9
-1
-1
Wis
18
+4
+7
Cha
11
+0
+0

Skills Athletics +7, Nature +5, Perception +7
Senses Passive Perception 17
Languages Druidic, Elvish, Sylvan
CR 7 (XP 2 900; PB +3)

Actions

Multiattack. The centaur makes two attacks, using Forest Staff or Sun Ray in any combination.

Forest Staff. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 14 (4d6) Poison damage.

Spellcasting. The centaur casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):

At will: Druidcraft, Speak with Animals

Sun Ray. Ranged Attack Roll: +7, range 90 ft. Hit: 14 (3d6 + 4) Radiant damage, and the target has the Blinded condition until the start of the centaur's next turn.

Bonus actions

Entangling Trail (Recharge 5–6). The centaur moves up to its Speed without provoking Opportunity Attacks. Each creature within 5 feet of the centaur as it moves is targeted once by the following effect. Strength Saving Throw: DC 15. Failure: 11 (2d6 + 4) Bludgeoning damage, and the target has the Restrained condition until the end of its next turn.

Centaur wardens often lead groups of centaur troopers and act as intermediaries between Fey creatures and trespassers into their territories.
Habitat: Forest, Grassland, Planar (Feywild)
Treasure: Individual, Armaments
Monster Manual 2024

  1. DnD 5.5 Monsters › Centaur Warden
Centaur Warden