The CentaurpedeSize/Type: Large Monstrous Humanoid
Hit Dice: 3d8+4 (17 hp)
Speed: 40 ft (8 squares), Climb 40 ft
Armor Class: 16 (-1 size, +4 Dex, +3 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+10
Attack: Halberd +5 melee (2d8+4/×3) or Pincer +5 melee (1d8+4 plus poison) or Composite Longbow (+3 str bonus) +7 ranged (2d6+3/×3)
Full Attack: Halberd +5 melee (2d8+4/×3) and Pincer +0 melee (1d8+4 plus poison); or Composite Longbow (+3 str bonus) +7 ranged (2d6+3/×3)
Space/Reach: 10 ft/5 ft
Special Attacks: Poison
Special Qualities: Darkvision 60 ft
Saves: Fort +2, Ref +7, Will +4
Abilities: Str 17, Dex 18, Con 13, Int 10, Wis 12, Cha 7
Skills: Climb +12, Craft (Trapmaking): +2, Hide: +12, Listen: +3 Move Silently +8, Spot: +7, Survival: +3
Feats: Dodge, Stealthy*, Weapon Focus (Composite Longbow)
Organization: Solitary or colony (5-20)
Challenge Rating: 3
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1
A centaurpede possesses the upper body of a humanoid and the lower body of a monstrous centipede. They have pincers on their back end from which they deliver their poison.
Centaurpedes speak Undercommon.
A centaurpede typically lies in wait and ambushes its foes, often employing traps as well.
A centaurpede employing a lance deals double damage on a charge just as a rider on a mount does.
Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
Skills: Centaurpedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Centaurpedes can take 10 on Climb checks, even if threatened or distracted.
Centaurpedes as Characters
+6 Strength, +8 Dexterity, +2 Constitution, +2 Wisdom, -4 Charisma.
Large Quadruped: -1 penalty to Armor Class; -1 penalty on attack rolls; -4 penalty on Hide checks; +4 bonus on grapple checks; +4 bonus on ability checks made to resist being bull rushed, overran, or tripped; lifting and carrying limits three times those of Medium bipedal characters.
Space/Reach: 10 feet/5 feet.
A centaurpede’s base land speed is 40 feet. It has a climb speed of 40 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A centaurpede begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
Racial Skills: A centaurpede’s monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Craft (Trapmaking), Hide, Listen, Move Silently, Spot, and Survival.
Racial Feats: A centaurpede’s monstrous humanoid levels give it two feats. It gains Stealthy as a bonus feat.
+3 natural armor bonus.
Natural Weapon: Pincer (1d8 plus poison)
Poison (Ex): Injury, Fortitude DC10 + 1/2 HD + Constitution modifier, initial and secondary damage 1d4 Dex.
Weapon Proficiency: A centaurpede is automatically proficient with all simple weapons, the halberd, and the longbow (including the composite longbow).
+4 racial bonus on Spot checks.
+8 racial bonus on Climb and Hide checks. A centaurpede can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A centaurpede can take 10 on Climb checks, even if threatened or distracted.
Automatic Languages: Undercommon. Bonus Languages: Common, Dwarven, Elven, Gnome, Terran.
Favored Class: Ranger.
Level adjustment +1