Centaur (CR 3)
Large Monstrous Humanoid
Alignment: Usually neutral good
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +4, and Spot +3
AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 13
Hit Dice: 4d8+8 (26 hp)
Fort +3, Ref +6, Will +5
Speed: 50 ft.
Space: 10 ft./5 ft.
Base Attack +4; Grapple +12
Attack: Longsword +7 melee or composite Longbow (+4 Str) +5 ranged
Full Attack: Longsword +7 melee and 2 hooves +3 melee; or composite Longbow (+4 Str) +5 ranged
Damage: Longsword 2d6+6/19-20, hoof 1d6+2; or mighty composite longbow 2d6+4/x3
Special Attacks/Actions: -
Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11
Special Qualities:
Feats: Dodge; Weapon Focus (hoof)
Skills: Listen +4, Move Silently +4, Spot +3, and Survival +5
Advancement: By character class
Climate/Terrain: Temperate forest
Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level)
Treasure/Possessions: Standard
Source:
Monster Manual
Although generally mild-tempered, centaurs are always armed. Their favorite melee weapons are massive oaken clubs. When scouting or hunting, they carry shields and mighty composite bows. If armed for war, they also carry heavy lances.
Centaurs usually don't provoke a fight. Their normal response to aggression is swift retreat, perhaps launching a few arrows to discourage pursuit. Against creatures dangerous to their communities, they use much the same tactics, except that about half their number will circle around to lie in ambush or attack the foe from the rear.