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|Size/Type:||Large Monstrous Humanoid|
|Hit Dice:||4d8+8 (26 hp)|
|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.|
|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)|
|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)|
|Alignment:||Usually neutral good|
|Advancement:||By character class|
CombatCentaurs 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 CharactersCentaurs 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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