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Centaur Mage

Large fey, neutral good

Armor Class 12
Hit Points 60 (8d10 + 16)
Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 12 (+1)

Skills Arcana +6, History +6, Perception +4, Survival +4
Senses passive Perception 14
Languages Sylvan, Elvish
Challenge 4 (1,100 XP)

Special Traits

  • Innate Spellcasting. The centaur mage’s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The centaur mage can innately cast the following spells, requiring no components.
  • 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.

About

The most unusual of the centaurs is the centaur mage. These fey have a number of spells at their disposal. Armored centaurs and centaur mages give the good fey a powerful force to fend off their dark foes. As with the armored centaurs, they are sworn enemies of the huntaurs.

Summer Court. Centaur mages belong to the Summer Court, a division of the Seelie Court. Although their usual leader is the Oak Lord, ultimately these centaurs serve Titania and Oberon. A number of female centaur mages have fallen in love with the fey king.

Arcane Focus. The centaur mage’s staff is their arcane focus. If it is destroyed or taken away, they lose any ability to cast spells.

Section 15: Copyright Notice

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