This handsome young man has hair of dappled black and white on his head and body alike, and he carries a variety of wands and talismans in addition to his weapons.
Centaur Greenspeaker CR 4
Speed 50 ft.
Melee mwk sickle +8 (1d6+3), 2 hooves +2 (1d6+3)
Ranged javelin +6 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks channel positive energy 3/day (DC 13, 1d6), hex (ward)
Shaman Spells Prepared (CL 2nd; concentration +6)
S spirit magic spell; Spirit Life
Str 16, Dex 14, Con 12, Int 14, Wis 18, Cha 14
Base Atk +5; CMB +9; CMD 22 (26 vs. trip)
Feats Combat Casting, Dodge, Improved Initiative
Skills Diplomacy +9, Handle Animal +9, Heal +10, Knowledge (geography) +3, Knowledge (nature) +9, Knowledge (planes) +7, Knowledge (religion) +7, Perception +11, Spellcraft +11, Survival +13
Languages Auran, Common, Elven, Sylvan, Terran
SQ spirit animal (owl), spirit magic, undersized weapons
Combat Gear wand of burning hands (CL 3rd, 11 charges), wand of charm animal (23 charges); Other Gear +1 leather armor, javelins (4), mwk sickle, healer’s kit
Centaur greenspeakers hold sway in open fields under both the midday sun and the twilight sky. Here tribes celebrate weddings, harvests, and births under the sun’s warm glow, and perform rites of adulthood, rituals to bring luck before a battle, and homages to the tribe’s ancestors under the sparse light of the moon and stars. Of these celebrations, centaurs revere none more than the death rites their greenspeakers provide for fallen clan members. When the sun sets, the greenspeakers light a great pyre to release the deceased’s spirit from her mortal flesh. After the pyre burns through the night and the sun’s first rays crest the horizon, the fallen centaur’s kin collect the ashes and fertilize the fields with them so that the dead may serve the world anew.
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.