3e SRD:Centaur

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This material is published under the OGL 1.0a.


Size/Type: Large Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 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; or mighty composite longbow 1d8+4
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +3, Ref +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/Terrain: Temperate forest
Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 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
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.

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