b'Warband, Centaur \n'b'  Family:   Warbands  \n'b'\n'b'  Gargantuan   warband of Large monstrosities ,  neutral good  \n'b'  Armor Class  16 (breastplate)  Hit Points  135 (10d20 + 30)  Speed  50 ft.\n'b' STATS STR: 22 (+6) DEX:  15 (+2)  CON:  17 (+3)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills  Con +7  Skills  Perception +5, Survival +5  Damage Resistances  bludgeoning, piercing, slashing  Condition Immunities  charmed, exhaustion, paralyzed, petrified, prone, restrained, stunned  Senses  passive Perception 15  Languages  Common, Elvish, Sylvan  Challenge  10 (5,900 XP) \n'b' SPECIAL Traits \n'b'\n'b'  Charge . If the centaur warband moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 22 (4d10) piercing damage. \n'b'  Warband . The centaur warband can occupy another creature\xe2\x80\x99s space and vice versa, and the warband can move through any opening large enough for a Large creature. The warband can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The centaur warband makes three attacks: one with its pike and two with its hooves. \n'b'  Pike .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 17 (2d10 + 6) piercing damage, or 11 (1d10 + 6) piercing damage if the centaur warband has half of its hit points or fewer. \n'b'  Hooves .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 16 (3d6 + 6) bludgeoning damage, or 9 (1d6 + 6) bludgeoning damage if the centaur warband has half of its hit points or fewer. \n'b'  Enchanted Volley . The warband launches a volley of longbow arrows in a 150-foot line. Each creature in that area must succeed at a DC 14 Dexterity saving throw (DC 10 if the warband has half of its hit points or fewer), taking 54 (12d8) piercing damage on a failed save, or half as much damage on a successful save. This is a magic attack. \n'b'\n'b' Legendary Actions \n'b' The centaur warband can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The centaur warband regains spent legendary actions at the start of its turn. \n'b'\n'b'  Detect . The centaur warband makes a Wisdom (Perception) check. \n'b'  Move . The centaur warband moves up to its speed without provoking opportunity attacks. \n'b'  Hooves (Costs 2 Actions) . The centaur warband makes one hooves attack. \n'b'\n'b' ABOUT \n'b' A herd of stampeding centaurs clad in gleaming armor and bearing dangerous weapons presses ahead. \n'b'  Wrath of the Centaurs : Centaurs are well-known hunters and defenders of forests and plains. When a significant threat to their lands materializes, centaurs come together in stampeding warbands to fight it back. Swift and implacable individually, centaurs traveling in a tight group are even more dangerous. \n'b' While they don\xe2\x80\x99t use military organization the way humanoids in large civilizations do, centaur warbands are nevertheless a close unit of terrifying warriors. \n'b'  Excellent Gear : Equipped with the best weapons and armor their tribes can offer, centaur warbands wear well-tended, if sometimes archaic, gear. Their polished armor and gleaming pikes aren\xe2\x80\x99t just for show, however: these armaments are deadly. \n'b'  Forthright but Not Foolish : Centaur warbands are too large to be stealthy, and they generally prefer to eschew subtlety in battle anyway. Nevertheless, they use their knowledge of the land to advance along riverbeds, gullies concealed with brush, and other terrain allowing them to get close before launching a deadly charge. \n'b' About Warbands \n'b' The exact number of a warband\xe2\x80\x99s component creatures varies, but in general, a Gargantuan warband made up of Small or Medium creatures consists of approximately 12 to 30 creatures and a Gargantuan warband made up of Large creatures consists of approximately 8 to 15 creatures. \n'b' Although the individuals in a warband likely each carry their own equipment, the chaos and destruction of battle means that not all of these creatures\xe2\x80\x99 equipment survives the rigors of combat. \n'b' As a result, parties who wish to claim usable gear or treasure from slain foes treat a warband as a single creature for the purposes of looting, and should be able to recover gear worth a total value equal to the warband\xe2\x80\x99s expected treasure value.'