TEXT: 
  The strongest and bravest of the centaur clans are the Alogos.
  When an Alogo rides with a clan, it is always at the front,
  driving its clansmen with rallying warcries. Alogos never flee
  combat and will martyr itself before it lets down its kin.
  
  Gnome illusionists take the gnomes' love of pranks to an all-
  new level. Instead of fighting and attacked, generally, the
  illusionist prefers to mislead, trick, and trap targets.
  
  Small humanoid (gnome), chaotic neutral
  Armor Class 13 (16 with mage armor)
  Hit Points 49 (9d6 + 18)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 16 (+3) 14 (+2) 17 (+3) 12 (+1) 12 (+1)
  Saving Throws Int +5, Wis +3
  Skills Arcana +5, Perception +3, Stealth +5
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Gnomish, Sylvan
  Challenge 3 (700 XP)
  Gnome Cunning. The gnome has advantage on all
  Intelligence, Wisdom, and Charisma saving throws
  against magic.
  Spellcasting. The gnome is a 9th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 13,
  +5 to hit with spell attacks). The gnome can cast the
  following wizard spells:
  At will: dancing lights, eldritch blast, light, mage
  hand, minor illusion, shocking grasp 
  1st level (4 slots): charm person, disguise self, mage
  armor, silent image, Tasha's hideous laughter 
  2nd level (3 slots): blur, invisibility 
  3rd level (3 slots): fear, hypnotic pattern, major
  image 
  4th level (3 slots): hallucinatory terrain 
  5th level (1 slot): mislead
  Actions
  Club. Melee Weapon Attack: +1 to hit, reach 5 ft.,
  one target. Hit: 1 (1d4 - 1) bludgeoning damage.
  
  
  Large monstrosity, neutral good
  Armor Class 13
  Hit Points 93 (11d10 + 33)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 16 (+3) 16 (+3) 10 (+0) 15 (+2) 13 (+1)
  Saving Throws Str +8, Dex +6, Con +6
  Skills Athletics +8, Perception +6, Survival +6
  Senses passive Perception 16
  Languages Common, Elvish, Sylvan
  Challenge 5 (1,800 XP)
  Charge. If the centaur 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 17 (5d6)
  piercing damage.
  Rallying Cry (1/Day). The centaur can use its bonus
  action to incite its allies. Each creature of the
  centaur's choice within 30 feet of it that can hear it
  has advantage on their next attack roll so long as it
  makes its attack before the start of the Álogo's next
  turn.
  Actions
  Multiattack. The centaur makes two attacks: one with
  its pike and one with its hooves or two with its
  longbow.
  Pike. Melee Weapon Attack: +8 to hit, reach 10 ft.,
  one target. Hit: 10 (1d10 + 5) piercing damage.
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 12 (2d6 + 5) bludgeoning damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
  damage.
  Hit-and-Run. The centaur makes one melee weapon
  attack against a target. It can then move up to half its
  speed without provoking attacks of opportunity.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DmDave/Buckler December 2019/Supplement - Gnome Illusionists.pdf