14 (17 with mage armor)
75 (10d10 + 20)
50 ft.
Arcana +7, Deception +5, Perception +4
darkvision 60 ft.
Sylvan, Elvish
6
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
The centaur mage has advantage on saving throws against spells and other magical effects.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) necrotic damage.