Centaur | Size & Type (subtype): | Large Monstrous Humanoid | Hit Dice: | 4d8+8 (26) | Initiative: | +2 (Dex) | Speed: | 50 ft. | Armor Class: | 15 (-1 size, +2 Dex, +2 natural, +2 large shield) | Attacks: | Greatclub +7 melee (or heavy lance +7 melee), 2 hooves+3 melee; or mighty composite longbow (+4) +5 ranged | Damage: | Greatclub 1d10+4 (or heavy lance 1d8+4), hoof 1d6+2; ormighty composite longbow 1d8+4 | Face and Reach: | 5 ft. by 10 ft./5 ft. | Special Attacks: | | Special Qualities: | | Saving Throws | Fortitude: 3 Reflex: 6 Will: 5
| Abilities: | Str: 18 Dex: 14 Con: 15 Int: 8 Wis: 13 Cha: 11 | Skills: | Hide +2 Listen +4, Move Silently +4, Spot +4,Wilderness Lore +5 | Feats: | Weapon Focus (hoof) | Climate and Terrain: | Temperate forest | Climate: | temperate | Terrain: | forest | Organization: | Solitary, company (5-8), troop (8-18 plus 1 leaderof 2nd-5th level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level) | Challenge Rating: | 3 | Challenge Rating Value: | 3 | Treasure: | Standard | Alignment: | Usually neutral good | Advancement: | By character class |
| Description: |
Centaurs speak Sylvan and Elven.
Combat
Centaurs usually don't provoke a fight. Their normal
response to aggression is swift retreat, perhaps launching a few
arrows to discourage pursuit. Against creatures dangerous to
their communities, they use much the same tactics, except that
about half their number will circle around to lie in ambush or
attack the foe from the rear.
Centaur Characters
Centaurs sometimes become bards, rangers, or druids. Their
favored class is ranger. Centaur rangers often choose a magical
beast or some variety of humanoid as their favored enemy. Centaur
clerics can choose any two of the following domains: Animal,
Good, and Plant.
|
|