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A centaur tribe shaman who talks with the earth mother and aids with nature.

Centaur Druid (CR 9)

XP 6,400
Centaur Druid 9
CN Large Monstrous Humanoid (Centaur)
Init: +1; Senses Darkvision 60 ft., low-light vision, scent; Perception +17

DEFENSE

AC 19, touch 11, flat-footed 18 (+6 armor, +1 deflection, +1 Dex, +2 natural, -1 size)
hp 71 [99] (9d8+27)
mp 42
Fort +8, Ref +6, Will +11
Defensive Abilities Natural Armor; Resist earth 5
Immune poison

OFFENSE

Speed 50 ft. (35 ft. in armor); Woodland Stride
Melee +1 scythe +9/+4 (2d4+5/x4), 2 hooves +3 (1d6+1)
Space 10 ft.; Reach 5 ft.
Special Abilities Homefield Advantage (2/day, 9 rounds, 40-ft. radius), Wild Shape (3/day, 9 hours, as Beast Shape III or Plant Shape I)
Spells Known (Druid CL 9th; concentration +14 (+18 defensive casting))

At will (DC 15) – Magical Cleaning, Magical Hygiene, Mending, Purify Food and Drink
1st (DC 16)  – Commune With Birds, Deadeye’s Lore, Fire Maw, Thorn Javelin, Water Blast, Wind Shield
2nd (DC 17)  – Barkskin, Binding Earth, Groundswell, Poisona, Warp Wood, Wilderness Soldiers
3rd (DC 18)  – Aqueous Orb, Battering Blast, Communal Wind Barrier, Dominate Animal, Greater Magic Fang, Thorny Entanglement
4th (DC 19)  – Echolocation, Control Water, Heal Companion IV, Leaf IV
5th (DC 20)  – Animal Growth, Leafaga, Summon Nature’s Ally V

 TACTICS

Before Combat: Centaur druids have several long-duration buffs that they are likely to use if they believe combat could break out soon. If combat is imminent, or on the first round of combat, the centaur druid will use Homefield Advantage as a swift action to change the terrain to plains, gaining a +4 bonus on initiative, +1 to attacks and saving throws, +2 to caster level, and +1 to save DCs, as well as several skill bonuses.

STATISTICS

Str 16, Dex 12, Con 15, Int 10, Wis 21, Cha 18
Base Atk +6; CMB +10; CMD 22 (26 vs. trip)
Feats Boon Companion, Combat Casting, Enlarge Spell, Extend Spell, Lightning Reflexes
Skills Handle Animal +16, Knowledge (Nature) +14, Perception +17, Survival +19 (+23 track)
Languages Centaur, Common
SQ Clear Mind, Druidic Talents (Earth Magic, Forest’s Blessing, Plains Nomad, Track), Fast, Favored Terrain (Forest +2, Plains +4), Geosynchronous (+1), Natural Mount, Nature’s Armor (+1), Nature Bond (Wolf), Nature Sense, Spell Proficiency, Trackless Step, Undersized Weapons, Venom Immunity, Wild Empathy (+13)
Gear cure potion (4), +1 scythe, ironwood breastplate, ring of protection +1

SPECIAL ABILITIES

Fast (Ex)

Centaurs gain a 10-foot racial bonus to their speed.

Natural Armor (Ex)

Centaurs have tough skin, granting them a +2 natural armor bonus.

Natural Mount (Ex)

A centaur counts as having the Mounted Combat feat only for the purpose of meeting feat prerequisites, and substitutes the Acrobatic skill for any Ride skill prerequisites when acquiring feats that have Mounted Combat as a prerequisite. Because of his equine form, a centaur can wield a lance one-handed as if mounted and deals double damage with a lance while charging. A centaur can never gain the benefit of the Mounted Combat feat (or other similar feats or effects, such as Trick Riding) if ridden by another creature.

Undersized Weapons (Ex)

Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).

ANIMAL COMPANION

Wolf
N Large Animal
Init: +7; Senses low-light vision, scent; Perception +12

AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
hp 73 [105] (7d10+35)
Fort +10; Ref +8; Will +3
Defensive Abilities Devotion, Evasion

Speed 50 ft.
Melee Bite +14/+9 (1d8+10 plus trip)
Special Attacks Crunch
Space 10 ft.; Reach 5 ft.

Str 24, Dex 16, Con 20, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +2; CMD 14 (18 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Run, Weapon Focus (Bite)
Skills Perception +12, Stealth +9, Survival +2
SQ Link, Multiattack, Shared Senses

Crunch (Ex)
Once every 1d4 rounds as a swift action, the wolf can bite an additional time while tearing some flesh from their opponent. If they succeed at hitting with their bite attack, the damage is 1d6 plus 1d4 bleed per round for 2 rounds.