Large fey, chaotic evil

Armor Class 13
Hit Points 60 (8d10 + 16)
Speed 50 ft.

19 (+4) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 9(-1)

Skills Athletics +7, Survival +4
Senses passive Perception 11
Languages Sylvan, Elvish
Challenge 3 (700 XP)

Special Traits

  • Charge. If the huntaur moves at least 30 feet straight toward a target then hits it with a longsword attack on the same turn, the target takes an extra 4 (1d8) slashing damage.


  • Multiattack. The huntaur makes two attacks: one with its hooves and one with its sword or bow.
  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
  • Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 +3) piercing damage.


  • Parry. The huntaur adds 2 to its AC against one melee attack that would hit it. To do so, the huntaur must see the attacker and be wielding a melee weapon.


The bald, bluish-grey versions of the centaurs are the huntaurs. These powerfully-built creatures are the evil cousins to their centaur neighbours.

Unlike the centaurs, these fey seek out conflict. They don’t like warm climates and live in the coolest, darkest areas of the woods.

The Queen’s Army. Most huntaurs are part of the Unseelie Court and form a significant part of their warrior ranks.

They are savage, brutal warriors who enjoy combat.

Unwilling Mounts. Like the centaur mage, these creatures refuse to be used as mounts. They will fight anyone who attempts to ride them.

Section 15: Copyright Notice

Monsters of Feyland A Collection Of Monsters For 5th Edition © 2018 Cawood Publishing, Author Andrew Cawood

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