TEXT: Exotic Encounters:
  Centaurs
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either in the public domain, or is used 
  under a creative commons license or another license of some kind. Necromancers of the Northwest claims no copyright 
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
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  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line of 
  monstrous encyclopedia that came before it, do a great job 
  of attacking the problem of providing game statistics and 
  mechanical information for a very wide variety of creatures. 
  There are a lot of strange creatures from fantasy novels and 
  movies, from ancient mythology, and, as time went on, from 
  the twisted minds of game designers and even GMs, for 
  that matter. Anyone today who tried to go about creating an 
  extensive bestiary of all the different cool and interesting 
  fantasy monsters could fill three or four volumes with three 
  hundred monsters each, and still have a long way left to go, 
  with fans crying out for various “forgotten” monsters to get 
  some attention. That kind of breadth doesn’t leave a whole 
  lot of room for depth, and that’s where Exotic Encounters 
  comes in.
   
  There are all kinds of reasons why you might not 
  want to use a monster stat-block straight from the core 
  rules. For one thing, if your players have a habit of browsing 
  through such books, or are long-time veterans who know 
  the basic ins and outs of most fantasy staples, you may 
  need an unusual stat-block just to throw them a curve 
  ball and teach them that they can’t count on their out of 
  character knowledge to take all the mystery out of the game. 
  Alternatively, many GMs can recall a time when they wanted 
  to make use of a certain monster in their game, only to find 
  that it was a few CRs too high or low for what they had in 
  mind.
   
  Exotic Encounters takes a single, iconic monster, 
  and creates three new variants on that theme. These variants 
  aren’t simple tweaks, and are more than simply advancing 
  or removing Hit Dice, though that occurs as well. Each of 
  these three variations on the monster’s theme has a specific, 
  flavorful goal in mind, and a role to play, and their statistics 
  entries are gently massaged in order to make them fit those 
  roles. Further, each of these variants comes with brand new 
  specially-crafted special abilities, which are unique to Exotic 
  Encounters and not found anywhere else.
   
  This particular installment of Exotic Encounters 
  focuses on the centaur. These icons of Greek mythology have 
  fulfilled many roles in fantasy media, from savage barbarian 
  stand-ins for Mongols, Huns, and other nomadic horselords, 
  to fey-like guardians of nature and wilderness, with many 
  roles in between. In Pathfinder, their lowly CR 3 status and 
  the fact that their horselike bodies don’t really belong in 
  underground dungeons means that many adventurers may 
  never encounter one, but the new centaurs in this book may 
  just change all that. The first such centaur, the plainsrunner 
  centaur (CR 4) ties into the image of centaurs as steppe-
  dwelling nomads, and these centaurs are exceptionally fast 
  and agile, making for incredibly maneuverable opponents. 
  The second centaur in the book, the skyborn centaur (CR 
  6), is partially celestial in nature, and has great white wings 
  that allow it to fly through the air. It specializes in jousting 
  and duels, and is incredibly proficient at charging with a 
  lance. Finally, the nightcharger centaur (CR 8) is the spawn 
  of a night hag and a nightmare, and combines their most 
  dreaded powers in new and unusual ways, as well as having 
  its own curse of doom ability, which blocks its victims from 
  having any lucky breaks, and exacerbates the effects of bad 
  luck.
  
  3
  Plainsrunner Centaur
   
  The creature before you appears as a powerful cream-
  colored stallion from the waist down, but has the appearance 
  of a warrior from the waist up, his bare chest revealing 
  rippling muscles and tan skin, his dark brown hair tied back in 
  a ponytail bound by a leather thong. He hefts his spear in one 
  hand and charges towards you.
  CENTAUR, PLAINSRUNNER 
   
                           CR 4
  XP 1,200
  N Large monstrous humanoid
  Init +11; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 18, touch 12, flat-footed 15 (+3 armor, +3 Dex, +1 natural, 
  +2 shield, -1 size)
  hp 37 (5d10+10)
  Fort +3, Ref +7, Will +6; -2 vs. fear
  OFFENSE
  Speed 70 ft.
  Melee longspear +7 (1d8+4/x3), 2 hooves +1 (1d6+1)
  Ranged spear +8 (1d8+3/x3)
  Space 10 ft.; Reach 5 ft. (10 ft. with longspear)
  STATISTICS
  Str 15, Dex 16, Con 15, Int 11, Wis 14, Cha 12
  Base Atk +5; CMB +8; CMD 20 (24 vs. trip)
  Feats Combat Reflexes, Improved Initiative, Run
  Skills Diplomacy +6, Intimidate +6, Knowledge (nature) +5, 
  Perception +12, Survival +10
  Languages Common, Elven, Sylvan
  SQ burst of speed, fleet of foot, skittish, spear mastery, 
  undersized weapons
  ECOLOGY
  Environment temperate forests and plains
  Organization solitary, pair, band (3-10 plus 2 hunters of 3rd 
  level and 1 leader of 6th level)
  Treasure standard (heavy wooden shield, longspear, five 
  spears, studded leather armor, other treasure)
  SPECIAL ABILITIES
   
  Burst of Speed (Ex): Once per day, a plainsrunner 
  centaur can call upon reserves of inner energy, which allow 
  it to act with incredible speed. While benefitting from this 
  ability, the plainsrunner centaur’s base movement speed is 
  doubled (increasing to 140 feet), and it can take an additional 
  standard action each round. As long as the plainsrunner 
  centaur is benefitting from this ability, at the beginning 
  of its turn each round, it must succeed on a Constitution 
  check (DC 10 + 1 for each previous round) or the effect 
  ends immediately and the plainsrunner centaur becomes 
  exhausted for 1 round, after which it is fatigued for 1 minute.
   
  Fleet of Foot (Ex): A plainsrunner centaur is 
  capable of retaining grace and clarity even while moving 
  swiftly. The plainsrunner centaur suffers no penalty on 
  Survival checks made to track regardless of the speed at 
  which it is moving, even if it is running. Additionally, the 
  plainsrunner centaur suffers only half the normal penalties to 
  Stealth checks for moving faster than half its speed. Finally, 
  whenever the plainsrunner centaur uses the run action, it can 
  make a single turn of up to 90 degrees at any point during its 
  movement. All other rules for running apply normally.
   
  Skittish (Ex): Plainsrunner centaurs are always on 
  alert, giving them unusually keen powers of perception and 
  ensuring that they are always ready for a fight long before it 
  breaks out, but also leaving them vulnerable to tactics that 
  prey on this hyper-awareness. Plainsrunner centaurs gain 
  a +4 bonus on Initiative checks and Perception checks, but 
  suffer a -2 penalty on saving throws made to resist fear effects.
   
  Spear Mastery (Ex): Plainsrunner centaurs are well-
  trained at fighting with longspears and are able to use their 
  unusual body structure to better suit them while wielding a 
  spear. Plainsrunner centaurs gain a +1 bonus on attack and 
  damage rolls made with a spear or longspear. Additionally, 
  whenever the plainsrunner centaur uses the attack or full-
  attack action with a longspear, he can choose to treat the 
  weapon as though it did not have reach for the purposes of 
  that attack.
   
  Undersized Weapons (Ex): Although a 
  plainsrunner centaur is Large, its upper torso is the same 
  size as that of a Medium humanoid. As a result, they wield 
  weapons as if they were one size category smaller than their 
  actual size (Medium for most centaurs).
  Ecology
   
  Plainsrunner centaurs have much in common with 
  the average centaur, and are notable primarily for their ability 
  to move with incredible speed, both at their natural pace, 
  which is much faster than that of the average centaur, and 
  through their unique bursts of speed, which not only allow 
  them to run incredibly fast, but also transform them into 
  terrifying, lightning-faster berserkers on the battlefield.
   
  As their name implies, plainsrunner centaurs are 
  found primarily in large, flat, open terrain, especially plains 
  and grasslands. They tend to lead nomadic lives, which tend 
  to be very simple. Often, plainsrunner centaurs forgo even 
  simple tents, sleeping beneath the stars. They are generally 
  very wary of outsiders, especially non-centaurs, and are quick 
  to anger and even violence, if they believe that they are being 
  threatened or taken advantage of, but if treated well, they 
  are usually trustworthy, if not precisely friendly, to others. 
  Rarely, a plainsrunner centaur becomes enamored of some 
  aspect of modern living, and decides to leave his clan and set 
  out into the world as an adventurer or merchant. Many of 
  these plainsrunner centaurs eventually join more permanent 
  communities that consist primarily of more standard 
  centaurs.
  
  4
  Skyborn Centaur
   
  The creature before you appears to be a centaur at 
  first glance, but as you look more closely, you see that it 
  has a pair of snow-white wings tucked up against its side, 
  which unfold with a graceful gesture as the creature springs 
  into the air, its hooves gleaming with a silvery light.
  CENTAUR, SKYBORN  
                                        CR 6
  XP 2,400
  NG Large monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +7
  Aura sphere of grace (10 ft.)
  DEFENSE
  AC 20, touch 11, flat-footed 18 (+6 armor, +2 Dex, +1 
  natural, +2 shield, -1 size)
  hp 68 (8d10+24)
  Fort +8, Ref +8, Will +8
  OFFENSE
  Speed 50 ft., fly 50 ft. (good); 35 ft. in armor
  Melee lance +9/+4 (1d8+3/x3), 4 hooves +4 (1d6+1 plus 1d6 
  vs. evil creatures)
  Ranged spear +9 (1d8+2/x3)
  Space 10 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attack smite evil (1/day)
  STATISTICS
  Str 15, Dex 14, Con 17, Int 11, Wis 14, Cha 14
  Base Atk +8; CMB +11; CMD 23 (27 vs. trip)
  Feats Combat Reflexes, Great Fortitude, Improved 
  Initiative, Run
  Skills Diplomacy +10, Intimidate +9, Knowledge (nature) 
  +8, Perception +9, Survival +13
  Languages Common, Elven, Sylvan
  SQ aerial combatant, celestial shod, superior jousting, 
  undersized weapons
  ECOLOGY
  Environment temperate forests and plains
  Organization solitary, pair, squad (4 – 8)
  Treasure standard (breastplate, heavy steel shield, lance, 
  spear, other treasure)
  SPECIAL ABILITIES
   
  Aerial Combatant (Ex): While flying, a skyborn 
  centaur is able to use all four of its hoof natural attacks. 
  When the skyborn centaur is not flying, it is only able to 
  use two of its hoof natural attacks.
   
  Celestial Shod (Su): A skyborn centaur’s hooves 
  are as hard as steel, and have a silvery sheen to them. 
  Its hoof natural attacks overcome damage reduction as 
  though they were both silver and good-aligned, and deal 
  an additional 1d6 points of damage to evil targets.
   
  Sphere of Grace (Su): A skyborn centaur exudes 
  a palpable aura of holy energy which is invigorating for 
  good-aligned characters and frightening to evil-aligned 
  characters. Any good-aligned characters within 10 feet 
  of the skyborn centaur gain the benefits of the aid spell 
  for as long as they remain within 10 feet of the skyborn 
  centaur. Evil-aligned characters within 10 feet of the 
  skyborn centaur must succeed on a Will save (DC 16) or 
  become shaken for as long as they remain within 10 feet 
  of the skyborn centaur, and for 1d4 rounds thereafter. An 
  evil-aligned creature that succeeds on this saving throw 
  is immune to this effect for 24 hours. The part of this 
  ability that affects evil-aligned characters is a good mind-
  affecting fear effect, and the saving throw DC is Charisma-
  based.
   
  Superior Jousting (Ex): Skyborn centaurs are 
  masters of mounted combat, and are experts at using their 
  lances to devastating effect. Whenever a skyborn centaur 
  uses the charge action, he can move up to three times his 
  speed, rather than only up to twice his speed. Additionally, 
  if he moves more than twice his speed as part of the 
  charge, then his lance deals three times as much damage 
  as it normally would (typically 3d8+9). This bonus damage 
  is multiplied in the event of a critical hit.
   
  Undersized Weapons (Ex): Although a skyborn 
  centaur is Large, its upper torso is the same size as that of 
  a Medium humanoid. As a result, they wield weapons as if 
  they were one size category smaller than their actual size 
  (Medium for most skyborn centaurs).
  Ecology
   
  These rare and majestic creatures are the result of 
  a union between a good-aligned outsider and a pegasus, 
  although in rare cases, they can also be born of the union 
  between a good-aligned outsider and a centaur who is 
  pure of heart and mind. Most skyborn centaurs become 
  holy warriors, and they have a fierce and righteous anger 
  towards the wicked, who they slay without remorse. To 
  those with at least reasonably-pure hearts (ie., non-evil 
  characters), a skyborn centaur is typically quite warm 
  and gentle, however, showing a softer side that one could 
  not guess at while watching them trample demonic foes 
  beneath their glorious silver hooves.
   
  Though they are not outsiders and are almost 
  always born on the material plane, skyborn centaurs are 
  typically taken by their outsider parent (oftentimes along 
  with the skyborn centaur’s mundane parent) and raised 
  in one of the upper plains, where they cavort amongst the 
  clouds, and, in most cases, eventually join one of several 
  celestial legions. Those that do not wish for a  military life 
  are free to do as they choose, however, and many skyborn 
  centaurs choose to return to the material plane, where 
  they often serve as the leader (and moral compass) to a 
  band of roving centaurs.
  
  5
  Nightcharger Centaur
   
  The creature before you appears to be a proud, 
  muscle-bound black horse with a midnight-black coat, but 
  where its head should be arises the twisted torso of a coal-
  skinned humanoid, his body misshapen and twisted, with 
  strange growths of unusual muscle. His skin is covered with 
  warts and blisters and his lank black hair obscures his ashen 
  face, except for his eyes, which burn with a  crimson glow.
  CENTAUR, NIGHTCHARGER  
                           CR 8
  XP 4,800
  N Large monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 20, touch 11, flat-footed 18 (+6 armor, +2 Dex, +1 natural, 
  +2 shield, -1 size)
  hp 85 (10d10+30)
  Fort +5, Ref +9, Will +9
  OFFENSE
  Speed 50 ft.; 35 ft. in armor
  Melee longsword +14/+9 (1d8+4/19-20), 2 hooves +6 (1d6+2 
  plus 1d6 fire)
  Ranged spear +11 (1d8+2/x3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks curse of doom, dream haunting, ethereal 
  step
  STATISTICS
  Str 19, Dex 14, Con 15, Int 11, Wis 14, Cha 16
  Base Atk +10; CMB +15; CMD 27 (31 vs. trip)
  Feats Improved Initiative, Power Attack, Run, Toughness, 
  Weapon Focus (longsword)
  Skills Diplomacy +13, Intimidate +11, Knowledge (nature) 
  +10, Perception +10, Survival +15
  Languages Common, Elven, Sylvan
  SQ undersized weapons
  ECOLOGY
  Environment temperate forests and plains
  Organization solitary, pair, band (3-10 plus 2 hunters of 3rd 
  level and 1 leader of 6th level)
  Treasure standard (breastplate, heavy steel shield, 
  longsword, spear, other treasure)
  SPECIAL ABILITIES
   
  Curse of Doom (Su): As a standard action, a 
  nightcharger centaur can pronounce a curse of doom on a 
  single creature within 60 feet that it can see and hear. That 
  creature must succeed on a Will save (DC 16) or fall under 
  the curse. Creatures affected by the curse are incapable of 
  achieving a critical success on any rolls (including critical 
  hits), and whenever the character rolls a critical failure, he 
  also suffers 2d6 points of damage. Damage inflicted in this 
  way does not heal naturally, and cannot be healed magically 
  unless the caster succeeds on a caster level check (DC 20). A 
  nightcharger centaur’s curse of doom can only be lifted by 
  break enchantment, or more powerful magic, although the 
  nightcharger centaur can only have one creature affected by 
  his curse of doom at any given time. If he uses the ability on 
  another creature, the first creature is no longer affected.
   
  Dream Haunting (Su): A nightcharger centaur 
  can visit the dreams of chaotic or evil targets by becoming 
  ethereal, then standing over the creature, pinning it down 
  with its ethereal hooves. The sleeper suffers tormenting 
  dreams and takes 1d6 points of damage per hour that the 
  nightcharger centaur maintains this effect. It is very difficult 
  for a character affected by this ability to awaken, as the 
  nightcharger centaur metaphysically “pins” the target’s spirit 
  down, and even after eight hours of sleep he will not awaken 
  on his own. The character can attempt a Will save (DC 18) 
  once per hour to awaken. A success ends the effect (although 
  if the creature resumes sleeping, the nightcharger centaur 
  can begin again. Other creatures can attempt to waken the 
  affected creature as a standard action, and this allows the 
  affected creature to make a new saving throw to awaken with 
  a +2 bonus. If the affected creature suffers damage of any 
  kind from any source other than the nightcharger centaur, 
  he awakens immediately, ending the effect. Alternatively, 
  another ethereal being can stop the nightcharger centaur 
  by confronting and defeating it. The saving throw DC is 
  Charisma-based.
   
  Ethereal Step (Sp): A nightcharger centaur can 
  enter the ethereal plane as a standard action. This functions 
  as etherealness, except that the nightcharger centaur can 
  remain in the ethereal plane indefinitely. The nightcharger 
  centaur can return from the ethereal plane as a standard 
  action. The nightcharger centaur can use this ability three 
  times per day (returning to the material plane does not count 
  as a daily use of this ability).
   
  Smoke (Su): As a standard action, a nightcharger 
  centaur’s can exhale a cloud of black smoke that chokes 
  and blinds foes, filling a 15-foot radius burst centered 
  on the nightcharger centaur. Anyone in the area must 
  succeed on a Fortitude save (DC 17) or become sickened 
  until 1d6 minutes after leaving the area. The smoke acts as 
  obscuring mist for the purposes of concealment. The smoke 
  persists for a number of rounds equal to the nightcharger 
  centaur’s Constitution modifier (typically 2). The save DC is 
  Constitution-based.
   
  Undersized Weapons (Ex): Although a centaur is 
  Large, its upper torso is the same size as that of a Medium 
  humanoid. As a result, they wield weapons as if they were one 
  size category smaller than their actual size (Medium for most 
  centaurs).
  Ecology
   
  These horrible creatures are the result of a night hag 
  coupling with a  nightmare, an event that occurs far more 
  frequently than many would care to consider. The horrible, 
  twisted creatures always have incredibly ugly human features, 
  although their equine parts are largely normal in appearance. 
  They are almost universally evil and cruel, often far more so 
  than either of their parents, and their sadistic streak knows 
  no bounds.
  
  6
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  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.  
   
  
  7
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.  
   
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Medusas Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Doppelgangers Copyright 2013, Necromancers of 
  the Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Wyverns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Basilisks Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Nightmares Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Girallons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Gargoyles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Will o’ Wisps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettercaps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettins Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Worgs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Darkmantles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Krakens Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Couatls Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Wraiths Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Mummies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback.  
  Exotic Encounters: Vargouilles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Treants Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Unicorns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Cyclopes Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Dryads Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Centaurs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback.
   
  END OF LICENSE 
  
  Exotic Encounters: Centaurs
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Exotic Encounters - Centaurs.pdf