Centaur, Mage

Large fey, neutral good

Armor Class

12

Hit Points

60 (8d10 + 16)

Speed

50 ft.

Skills

Arcana +6, History +6, Perception +4, Survival +4

Languages

Sylvan, Elvish

Challenge

4

Innate Spellcasting

The centaur mage's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components • At will: blade ward, prestidigitation, shocking grasp • 2/Day: blur, charm person, hold person, scorching ray, shield, sleep • 1/Day: counterspell, fear

Magic Resistance

The centaur mage has advantage on saving throws against spells and other magical effects.

Actions

Hooves

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Staff

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.