Free interactive D&D 5e SRD stat block

Centaur Trooper

Large Fey, CR 2, AC 16, 45 HP. Neutral Good.

Large Fey, Neutral Good

AC
16
Initiative
+2 (12)
HP
45 (6d10+12)
Speed
50 ft.
ScoreModSave
STR 18 +4 +4
DEX 14 +2 +2
CON 14 +2 +2
INT 9 -1 -1
WIS 13 +1 +1
CHA 11 +0 +0
Skills
Athletics +6 , Perception +3
Senses
Passive Perception 13
Languages
Elvish, Sylvan
CR
2 (XP 450; PB +2)
Gear
Breastplate, Longbow, Pike

Actions

Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination.

Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10+4) Piercing damage.

Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8+2) Piercing damage.

Bonus Actions

Trampling Charge (Recharge 5-6). The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6+4) Bludgeoning damage, and the target has the Prone condition.

How to run Centaur Trooper

A centaur trooper is a fey cavalry soldier on loan to the party from a forest court, a ranger captain, or a treaty the players brokered two sessions ago. They are disciplined, loyal to the bargain that placed them here, and uninterested in being treated like a horse. Run the centaur as a peer NPC: the party gives suggestions, the centaur evaluates them through a soldier's lens, and the centaur picks a target.

In combat the centaur opens at range with Longbow if the enemy is more than 50 feet away (Multiattack gives two longbow shots at +4 for 6 average each). Once a melee line forms, the centaur switches to Pike, which keeps the 50 ft. walk speed available for repositioning between turns. The signature move is Trampling Charge: 50 feet of movement without provoking opportunity attacks, through Medium or smaller creatures, DC 14 Strength save against 7 bludgeoning and Prone. Recharge 5-6 means it is a roughly every-other-round option. Save it for a moment when the party would benefit from three or four enemies going prone in a line.

Centaurs do not stay indoors. They will not enter a dungeon corridor that is less than 10 feet wide, will not climb a ladder, and will refuse to be loaded onto a small boat. If the party asks the centaur to come somewhere it cannot fit, the centaur waits at the entrance and rejoins them when they emerge. Make this a feature, not a bug: the centaur becomes the party's reliable rear guard and message-runner across open country, and the dungeon scenes are still a four-character fight.

Have the centaur ask the party's name for the campaign and use it. "I will tell the Warden you fought well at the Iron Ford" lands harder when the players named that ford last week.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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