Centacornus
| Statistic | Value |
|---|---|
| Size/Type | Large Magical Beast |
| Hit Dice | 6d10+9 (42 hp) |
| Initiative | +1 |
| Speed | 40 ft. (8 squares), fly 100 ft. (average) |
| Armor Class | 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 |
| Base Attack/Grapple | +6/+15 |
| Attack | Scimitar +10 melee (1d8+5/18–20), or gore +10 melee (1d8+5), or composite longbow (+5 Str bonus) +6 ranged (2d6+5/x3) |
| Full Attack | Scimitar +10 melee (1d8+5/18–20), or gore +10 melee (1d8+5) and 2 hooves +5 melee (1d4+2), or composite longbow (+5 Str bonus) +6 ranged (2d6+5/x3) |
| Space/Reach | 10 ft./5 ft. |
| Special Attacks | Spell-like abilities |
| Special Qualities | Low-light vision, spell resistance 17, scent |
| Saves | Fort +8, Ref +6, Will +2 |
| Abilities | Str 21, Dex 13, Con 17, Int 12, Wis 11, Cha 17 |
| Skills | Diplomacy +7, Jump +14, Listen +3, Spot +3, Survival +9*; either Craft (weaving) +3 or Gather Information +5 or Perform (singing or any musical instrument) +5 |
| Feats | Far Shot, Flyby Attack, Point Blank Shot |
| Environment | Temperate mountains |
| Organization | Solitary, pair, company (5–8), or troop (8–18 plus 1 leader of 2nd–5th level) |
| Challenge Rating | 5 |
| Treasure | Standard |
| Alignment | Usually chaotic good |
| Advancement | By character class |
| Level Adjustment | +4 |
Description
Stretching its beautiful feathered wings, this magnificent creature displays the lower body of a large mountain sheep. Its upper body looks like a particularly noble human covered in white fur. Protruding from the forehead are a pair of curved horns.
This beautiful creature has the lower body of a particularly large and noble mountain sheep; a pair of magnificent wings on its back, and the upper torso, head, and arms of a human. Their entire body is covered in silken white hairs and gray feathers. They sport a pair of impressive, curved ram horns that protrude from the forehead. Male centacorni also have a mane about the face with a long, curly beard.
Centacorni mate for life, building their nest-homes high up on remote, mountainous shelves or grottoes. A mated pair have either 1–2 eggs or 1–2 young in their home.
Centacorni speak Common, Sylvan, and Elven.
Combat
While preferring a peaceful resolution to any conflict, centacorni are always ready to leap into a fray for a suitable cause. They are deadly archers and fearsome mountain fighters. Centacorni typically strike from the skies or atop a rocky outcropping, using their potent archery skills in combination with their spells. Once a foe has been sufficiently weakened, the centacorni will then swoop down for the kill using their well-maintained scimitars to slash at their foes.
Spell-Like Abilities: At will―endure elements, feather fall, jump, obscuring mist. 3/day―fog cloud, gust of wind (typical save DC 15). 1/day―sleet storm, wind wall. Caster level equals 5th, or the centacornus class levels, whichever is greater. The save DC is Charisma-based.
Skills: A centacornus has a +4 racial bonus on Jump and Survival checks. *The Survival bonus becomes +8 when centacorni are predicting the weather.
Centacorni Society
Centacorni prefer to live among almost inaccessible mountainous peaks, and make their homes in grottoes, or on wide mountain shelves. Most centacorni live in small groups close together (no more than a day's travel apart) for companionship and protection. They have well-developed social skills, and often gather together for entertainment and friendship. Some also have close friendships with oreads, a breed of nymph that also dwell on mountains.
Since centacorni are vegetarians, they subsist off alpine growths and the food crops they maintain in remote mountain valleys. They are especially skilled at producing fine wool combed from their own fur or from mountain sheep, and have knowledge of weaving and a number of unique dye methods. They will trade with nearby communities of humanoids, exchanging herbs, cloth, and wool for pottery and manufactured items. Solitary centacorni often offer their services as skilled trackers and guards to merchant caravans passing through their native mountain regions.
Centacorni as Characters
Centacorns leaders are typically rangers or occasionally druids. Centacorni rangers often choose flying creatures or mountain dwelling races as their favored enemy. Centacorni clerics worship the gods of the sky, and normally have access to two of the following domains: Air, Chaos, Good, Sun, and Water.
Centacornus characters possess the following racial traits.
- +10 Strength, +2 Dexterity, +4 Constitution, +6 Charisma.
- Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/5 feet.
- A centacornus' base land speed is 60 feet. It also has a fly speed of 120 feet (average).
- Racial Hit Dice: A centacornus begins with six levels of magical beast, which provide 6d10 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, Will +2
- Racial Skills: A centacornus' magical beast levels give it skill points equal to 9 x (2 + Int modifier). Its class skills are Craft (weaving), Diplomacy, Gather Information, Jump, Listen, Perform, Spot, Survival.
- Racial Feats: A centacornus' magical beast levels give it three feats.
- +4 natural armor bonus.
- Natural Weapons: Gore (1d8) and 2 hooves (1d4)
- Special Attacks (see above): Spell-like abilities.
- Special Qualities: Scent, low-light vision, spell resistance equals creature's Hit Dice + 11 (maximum 25).
- +4 racial bonus on Jump and Survival checks. *The Survival bonus becomes +8 when centacorni are predicting the weather.
- Automatic Languages: Sylvan. Bonus Languages: Common, Elven.
- Favored Class: Ranger.
- Level Adjustment: +4.