Corrupted Centaur Mage

Large fey, chaotic evil

Armor Class

14 (17 with mage armor)

Hit Points

75 (10d10 + 20)

Speed

50 ft.

Skills

Arcana +7, Deception +5, Perception +4

Senses

darkvision 60 ft.

Languages

Sylvan, Elvish

Challenge

6

Innate Spellcasting

The centaur mage's spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components • At will: blade ward, fire bolt, shocking grasp • 3/Day each: blur, charm person, hold person, scorching ray, sleep, thunderwave • 1/Day each: blink, counterspell, fear, mage armor

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 plus 3 (1d6) necrotic damage.