Centaur Ranger

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Centaurs tend to be reclusive, keeping to their own settlements or nomadic groups deep within the forest or out on the sprawling open plains. Given that they do not interact with other sentient species as frequently as they might, outside knowledge of Centaurs is conflicting. Some believe Centaurs to be ferocious warriors that don’t give a second thought to stampeding an enemy and leaving their mangled corpse exposed to the elements. Others think that Centaurs are noble folk that subtly guide and protect travelers in their domains.

While both of these perceptions are founded in historical incidents, Centaurs tend towards pacifism and their own forms of academia. Centaurs study the newly appeared stars with rapt fascination, and they have a rich poetic oral tradition dating far back into the first supereon.

Centaur Astrologer

Monster Level: 8
Large. Beast Humanoid
STR DEX END AWR INT CHA
1 1 0 4 4 2
Ref: 11 Fort: 10 Ant: 14 Log: 14 Will: 12
Armor Rating 12
Hit Points 60
Speed 50ft
Skills (STR) Sprinting +4; (END) Distance Running +6, Forced March +6; (INT) Astrology +8, Astronomy +8, History +6
Features
Augury. While Recouping, the Centaur can predict the likelihood of success for a specific action that it or its allies intend to undertake in the next 12 hours. The Centaur will learn whether the likelihood of success is great, poor, or mixed.

Guide (1/Recoup). By spending 10 minutes with a friendly creature, the Centaur can guide the creature to greater understanding. For the next hour, that creature adds +1d6 to skill checks with the Knowledge tag.

Hobbyist. The Centaur has +4 in one skill of the MC’s choice with the Crafting or Survival tags.

Trample. If the Centaur moved at least 10ft towards a hostile creature that is Huge or smaller before making a Hooves attack, and hit with the attack, the creature falls prone and the Centaur can make another Hooves attack against it for free.

Invocations. Using AWR, the Centaur can cast these primal and psionic invocations once each per day. Predict Weather, Reorient, Telepathic Anchor (3 anchors), Warden’s Navigation.

Astral Projection (1/Month). Using AWR, the Centaur can cast the Astral Projection psionic invocation.

Actions

The Centaur can MOVE and take TWO of the following actions, or take the same action twice.

Move. The Centaur can move up to its speed.

Hooves. Reach 5ft Natural Weapon. +1 vs AR. Hit: 3 (1d4+1) physical.

Willow Wand. Ranged (40ft) Natural Weapon. +4 vs AR. Hit: 8 (1d8+4) corrosive.

Kick. The Centaur assumes a stance that allows it to use its Kick reactive action.

Reactions
Kick. When a creature moves into melee distance of the Centaur, it can reactively make a Hooves attack if it used its Kick action.

Features

Augury. While Recouping, the Centaur can predict the likelihood of success for a specific action that it or its allies intend to undertake in the next 12 hours. The Centaur will learn whether the likelihood of success is great, poor, or mixed.

Guide (1/Recoup). By spending 10 minutes with a friendly creature, the Centaur can guide the creature to greater understanding. For the next hour, that creature adds +1d6 to skill checks with the Knowledge tag.

Hobbyist. The Centaur has +4 in one skill of the MC’s choice with the Crafting or Survival tags.

Trample. If the Centaur moved at least 10ft towards a hostile creature that is Huge or smaller before making a Hooves attack, and hit with the attack, the creature falls prone and the Centaur can make another Hooves attack against it for free.

Invocations. Using AWR, the Centaur can cast these primal and psionic invocations once each per day. Predict Weather, Reorient, Telepathic Anchor (3 anchors), Warden’s Navigation.

Astral Projection (1/Month). Using AWR, the Centaur can cast the Astral Projection psionic invocation.

Actions

The Centaur can MOVE and take TWO of the following actions, or take the same action twice.

Move. The Centaur can move up to its speed.

Hooves. Reach 5ft Natural Weapon. +1 vs AR. Hit: 3 (1d4+1) physical.

Willow Wand. Ranged (40ft) Natural Weapon. +4 vs AR. Hit: 8 (1d8+4) corrosive.

Kick. The Centaur assumes a stance that allows it to use its Kick reactive action.

Reactions

Kick. When a creature moves into melee distance of the Centaur, it can reactively make a Hooves attack if it used its Kick action.