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Zebra Centaur

Zebra Centaurs are social, fast, and incredibly alert. Their coats bear unique, high-contrast stripes.

ability score increase: +2 Strength, +1 Dexterity
age: Centaurs mature and age at about the same rate as humans.
alignment: Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.
Size: Medium
speed: 40 feet
Languages: Common, Sylvan.
parent race: Centaur
race features:

Fey: A Centaur's type is fey, rather than humanoid.

Charge: If Centaurs move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, they can immediately follow that attack with a bonus action, making one attack against the target with their hooves.

Hooves: Centaurs' hooves are natural melee weapons, which they can use to make unarmed strikes. If the Centaur hits with them, they deal bludgeoning damage equal to 1d4 + Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Equine build: Centaurs count as one size larger when determining their carrying capacity and the weight they can push or drag. In addition, any climb that requires hands and feet is especially difficult for them because of their equine legs. When they make such a climb, each foot of movement costs them 4 extra feet, instead of the normal 1 extra foot.

Survivor: Centaurs have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.

Dazzling stripes: Zebra Centaurs can use their action to dazzle a creature within 10 feet that can see them. The creature must make a Wisdom saving throw (DC = 8 + Proficiency bonus + Charisma modifier) or have disadvantage on the next attack roll before the end of the creature's next turn. Usable once per short or long rest.

Quick reflexes: Zebra Centaurs have proficiency in the Perception skill.


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