Centaur Battlemaster
Whether fairly or not, the centaurs of Theros have a reputation as wild and feral people. The humans of the poleis see the centaurs as a force of chaos, much like the satyrs, but more aggressive in their pursuits. In truth, of the two major centaur bands in Theros, the Lagonna Band and the Pheres Band, it is only the latter where the rule of law is "might makes right."
While the Lagonna Band works to master the methods of Diplomatic rule, The Pheres Band controls their lands through force alone. These centaurs work hard to patrol the borders of their expansive territory, situated in the wild plains and mountains between Setessa and Akros, and it is this society of constant warfare that produces the infamous battlemasters of the Pheres Band.
Masters at Arms Few threats can challenge a centaur battlemaster and win, and fewer can step away from the fight unscathed. The name battlemaster is an appropriate one, as these centaurs work hard to master the use of several varieties of weapons, as well as specialized combat techniques. Most battlemasters eventually settle into using a favored type of weapon, most often something that allows for close-range fighting, but should they lose their weapon in battle or find themselves disarmed, they're able to up and use any weapon nearby with the same ruthless efficiency.
Being able to use a weapon effectively is not the only qualification for becoming a battlemaster- true battlemasters turn martial combat into a work of art, using special techniques to disarm their foes, or shove them to the ground. Dozens of these techniques exist, each one subtly different from the others, passed down through generations and jealously guarded to keep them from outsides.
Blessed Blades Just as a centaur battlemaster is in a league apart from other soldiers, not every battlemaster is created equally. The best and brightest among them don't rely only on martial skills to earn their victories, but on the skills of the wild as well. Nature magic is an important tool for these centaurs, exceptionally useful in helping to defend their band's borders. Learning to blend this magic with their secret techniques is among the hardest challenges a centaur battlemaster will ever face, far more difficult than their frequent fights with minotaurs and monsters, but a truly accomplished battlemaster can make martial combat seem like a natural extension of masterful combat.
Optional Rule: Man At Arms Even a novice centaur bettlemaster knows how to use a range of weapons that far surpasses any normal soldier. Though they prefer quick weapons with a short-range such as scimitars or shortswords, a centaur battlemaster never charges forward without being fully equipped for any situation. When encountered in combat, a centaur battlemaster should always be considered to have at least 2d4 additional weapons somewhere on their person.
Centaur Battlemaster
Whether fairly or not, the centaurs of Theros have a reputation as wild and feral people. The humans of the poleis see the centaurs as a force of chaos, much like the satyrs, but more aggressive in their pursuits. In truth, of the two major centaur bands in Theros, the Lagonna Band and the Pheres Band, it is only the latter where the rule of law is "might makes right."
Armor Class | 11 | 16 with barkskin | |
---|---|---|---|
Hit Points | 12d10+36 | ||
Speed | 50 ft. | ||
Strength | 20 (+5) | ||
Dexterity | 12 (+1) | ||
Constitution | 17 (+3) | ||
Intelligence | 10 (+0) | ||
Wisdom | 18 (+4) | ||
Charisma | 10 (+0) | ||
Skills | Athletics d20+8 | Perception d20+7 | Survival d20+7 |
Senses | Passive Perception 17 | ||
Languages | Common | Sylvan | |
Challenge | 7 (2,900 XP) | ||
Special 1 | Charge | If the centaur moves at least 30 feet straight toward a target | and then hits it with a hooves attack on the same turn, |
the target takes an extra 2d6 bludgeoning damage | and must succeed on a DC 15 Strength saving throw | or be knocked prone | |
Special 2 | Heroic | Whenever the centaur becomes the target of a spell or magical ability, | its weapon attacks deal an additional 3d6 damage until the end of its next turn |
Special 3 | Spellcasting | The centaur is a 5th-level spellcaster. | Its spellcasting ability is Wisdom (spell save DC 15). |
It has the following ranger spells prepared: | |||
Spells 1 | 1st level (4 slots) | Ensnaring Strike | Hunter's Mark |
Spells 2 | 2nd level (2 slots) | Barkskin | Darkvision |
Action 1 | Multiattack | The centaur makes three attacks; | two with its scimitars and one with its hooves |
or three with its shortbow | |||
Action 2 | Scimitar | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 1d6+5 slashing damage | ||
Action 3 | Hooves | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | 2d6+5 bludgeoning damage | ||
Action 4 | Longbow | Melee Weapon Attack | d20+4 to hit |
Range 150/600 ft., one target | Hit 1d8+1 piercing damage | ||
Reaction | Weapon Master (3/day) | If the centaur hits a creature with a melee weapon attack, | it can use its reaction to force the target to make a DC 15 Strength saving throw. |
On a failed save the target is knocked prone, | pushed 15 feet away from the centaur, | or immediately drops one weapon it is holding, | whichever the centaur chooses |
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