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Size & Type (subtype):Large Monstrous HumanoidHit 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  


Centaurs speak Sylvan and Elven.


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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002