| Hit Dice: | 4d8+8 (26 hp) |
| Initiative: | +2 |
| Speed: | 50 ft. (10 squares) |
| Armor Class: | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 |
| Base Attack/Grapple: | +4/+12 |
| Attack: | Longsword +7 melee (2d6+6/19-20) or composite longbow (+4 Str bonus) +5 ranged (2d6+4/×3) |
| Full Attack: | Longsword +7 melee (2d6+6/19–20) and 2 hooves +3 melee (1d6+2); or composite longbow (+4 Str bonus) +5 ranged (2d6+4/×3) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | — |
| Special Qualities: | Darkvision 60 ft. |
| Saves: | Fort +3, Ref +6, Will +5 |
| Abilities: | Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11 |
| Skills: | Listen +3, Move Silently +4, Spot +3, Survival +2 |
| Feats: | Dodge, Weapon Focus (hoof) |
| Environment: | Temperate forests |
| Organization: | Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-150 plus 30% noncombatants 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 |
| Level Adjustment: | +2 |
The creature gallops out of the trees, its thundering hooves echoing throughout the forest. It has the upper torso, arms, and head of a human oid, and the lower body of a large horse. It carries a longbow, drawn and nocked, ready to loose an arrow at the first hint of danger.
Centaurs are woodland beings who shun the company of strangers. They are deadly archers and even more fearsome in melee.
A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.
Centaurs speak Sylvan and Elven.
Although generally mild-tempered, centaurs are always armed. Their favorite melee weapon is the longsword. When scouting or hunting, they carry composite longbows. A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.
Centaurs usually don’t provoke a fight. Their normal response to aggression is swift retreat, perhaps after launching a few arrows to discourage pursuit. Against creatures powerful enough to pose danger to the tribe, they appear to use this same tactic, except that about half of the “retreating” centaurs will circle around to lie in ambush or attack the foe from the rear.
Among their own kind, centaurs are sociable creatures, but they have been known to become rowdy, boorish, and aggressive when under the influence of alcohol.
Solitary centaurs are usually out hunting or scouting. Companies and troops are usually hunting or scouting in force. Most of the members of a centaur tribe remain near their lair. Most of the centaurs in the tribal lair are female; while the males are out hunting and scouting, the females lead and administer the tribe. A third of a tribe’s population is young.
The typical centaur lair is located deep within a forest. It consists of a large hidden glade and pastures, with a good supply of running water. Depending on the climate, the lair may contain huts or lean-tos to shelter individual families. Hearths for cooking and warmth are in an open area, away from the trees.
Centaurs are skilled in horticulture and may cultivate useful plants near their lair. In dangerous, monster-infested areas they plant thick barriers of thorn bushes around their lair, dig pits, and set snares.
Centaurs survive through a mixture of hunting, foraging, fishing, agriculture, and trade. Though they shun dealings with humans, centaurs do trade with elves, especially for food and wine. The elves are paid from the tribe’s treasury, which consists of the booty of slain monsters.
The size of a centaur tribe’s territory varies with its population and the nature of the area it inhabits. Centaurs do not object to sharing territory with elves. The attitude of a centaur toward a stranger in its territory depends on the visitor. Humans and dwarves are politely asked to leave, halflings or gnomes are tolerated, and elves are welcomed.
Centaurs deal with monsters according to how much of a threat they are to the welfare and survival of the tribe: If a giant or dragon were to enter a tribe’s territory, the centaurs would relocate, but they would attempt to kill trolls, orcs, and the like.
Most centaurs revere a deity named Skerrit, who is a god of nature and community.
Centaurs sometimes become bards, rangers, or druids. Centaur rangers often choose magical beasts or some variety of humanoid as their favored enemy. A centaur druid is usually a tribe’s designated leader and speaker. Centaur clerics (who are rare) worship Skerrit and can choose any two of the following domains: Animal, Good, or Plant.
Centaur characters possess the following racial traits.
Source: Monster Manual (version 3.5), page 32.