Centaur Charger (Centaur Cavalier [charger] 11)

An imposing wall of steel, corded muscle, and blood-stained banners, this centaur wields a lance and shield with the majesty and prowess of any human knight.

Centaur Charger CR 14

XP 38,400
Centaur cavalier (charger) 11
N Large monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +10


AC 27, touch 13, flat-footed 24 (+8 armor, +1 deflection, +3 Dex, +2 natural, +4 shield, –1 size)
hp 183 (15 HD; 4d10+11d10+101)
Fort +15, Ref +11, Will +11


Speed 90 ft.
Melee +2 lance +22/+17/+12 (1d8+9/×3), 2 hooves +15 (2d6+2/19–20) or mwk longsword +20/+15/+10 (1d8+5/19–20), 2 hooves +15 (2d6+2/19–20)
Ranged spear +17/+12/+7 (1d8+5/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks banner +3/+2, challenge (+11, +3, 4/day), ride down, thundering hooves


Str 20, Dex 16, Con 22, Int 9, Wis 16, Cha 12
Base Atk +15; CMB +21; CMD 35 (39 vs. trip)
Feats Acrobatic Steps, Cavalry Formation, Dazzling DisplayB, Lookout, Nimble Moves, Power Attack, Quick Draw, Ride-By Attack, Spirited Charge, Weapon Focus (lance), Weapon Focus (hooves)
Skills Acrobatics +13 (+25 when jumping), Bluff +10, Intimidate +13, Knowledge (nature) +3, Perception +10, Sense Motive +11, Survival +11
Languages Common, Elven, Sylvan
SQ courser, greater tactician (3/day, 8 rounds, swift action), natural mount, order of the cockatrice (braggart, steal glory), undersized weapons
Combat Gear potion of cure serious wounds, potion of heroism, potion of spider climb; Other Gear +2 mithral breastplate, +2 heavy steel shield, +2 lance, mwk longsword, spears (4), amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +1, horseshoes of speed, ring of protection +1, banners (3)


At the forefront of any centaur army, these idolized warriors epitomize centaur efficacy and glory on the battlefield. When centaurs demand that a conflict be settled by a trial of champions, they select a charger as their champion more often than not. Galloping on ironclad hooves, these shock troops blast into their enemies and trample foes in a spray of crimson gore—a gruesome display that’s enough to slake almost anyone’s thirst for violence. Even young colts and fillies play at being these heroes and leaders during their childhood games. Their prowess is legendary, clans sing of their deeds, and their funeral pyres burn the brightest.

The relative rarity of steel tools among centaurs— with most tribes reluctant to settle down long enough to mine, smelt, or forge metal goods—speaks to the prestige afforded to chargers. Theirs is a lifestyle almost entirely dependent on the settled races they so often clash against.

Many chargers depend on elven communities to outfit them, in exchange for using their martial skills to protect a settlement, hunt a menacing beast, or serve short terms as escorts or—most humiliatingly—mounts. Rarer but more terrifying are chargers outfitted by dwarves, who hone their combat skills in dwarven surface wars against orcs and giants.

These warriors also serve their tribes as advisors. While they lack the skills to effectively lead in peacetime, they may assume control temporarily and without question when outside threats press into centaur lands.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.

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