Centragoon by MCMan
Large Monstrous Humanoid
Hit Dice: 9d8+9 (49 hp)
Initiative: +2 (+2 Dex)
Speed: 50 ft.,fly 65 ft.,(good)
AC: 13 (-1 size, +2 Dex, +2 natural)
Attacks: 2 claw +12 melee, bite +7 melee, tail +7 melee
Damage: Claw 1d8+4, bite 2d8+2, tail 1d8+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Breath weapon, improved grab, ray, trample
Special Qualities: Fast healing, immunities
Saves: Fort +4, Ref +8, Will +10
Abilities: Str 19, Dex 15, Con 13, Int 16, Wis 15, Cha 13
Skills: Balance +10, Intimidate +9, Listen +10, Read Lips +15, Wilderness Lore +12
Feats: Blind Fighting,Dodge,Improved Unarmed Strike,Iron Will,Stunning Fist,Track

Environment: Temperate,Warm plains,forest,hills
Organization: Solitary, or Pair
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)


A Centragoon is a creature that looks mostly like a centaur with two dragon wings that sprout from it's human shoulders. It also has pointed ears and a long scaly dragon tail behind it. Each of it's fingers have long sharp nails and dragon feet instead of hooves. Centragoon's usually have green or yellow eyes.

In the hopes of making a powerful weapon that would help him conquer his country, a black mage created this creature from the magical energies that make up a Dragon and a Centaur. He suceeded in creating this creature which he named the Centragoon. However, he forgot to even consider making them evil in mind and was killed by his creations.

The Centragoon are quite odd-looking even for a magical beast. They look mostly like a Centaur would, but they have a grayish skin tone. They also all have silver hair on top of their head and on the horse part of their bodies. They have pointed ears, like an elves, and have two dragon wings that protrude from their human shoulders. Their fingernails are grown long and sharp as they were intended to gut their enemies with them. Instead of a horses tail, they have a long, gray tail that tapers behind them for about ten feet. Instead of hooves, they have gray-scaled dragon feet with black claws. Their eyes are normally colored yellow or green and have reptillian pupils. They also have long, fang-like canines, which finish the comparison to the Dragons.

Unlike how they were intended to act, though, the Centragoon are rather peaceful. They are omnivorious, using their long claws to either cut berries or fruit off plants or to help them take down game in the forest for them to eat. When they don't fight, they usually spend their time sleeping in the protection of the forest or they stroll about, making sure that their territory is not being trespassed on. You can usually find a Centragoon in the deepest part of the forest around streams, in caves on hills or mountains, or on the plains that may lie on the outskirts of the forests or mountainous regions.

Combat
When Centragoons fight, they will fight viciously and with little to no mercy. Centragoons tend to keep in close and move around the enemy to attack the victims back. If they cannot, they will either swing around with their tail in the hopes to slam the enemy or kick the enemy to th ground with their feet, in which they would then trample the opponent and cursh and slice them with their clawed feet. When they cannot get in close to the enemy, they will launch either a ray attack from it's hands or fire it's breath weapon. In cases where it knows that it is impossible to win, it will automatically launch either it's ray or breath weapon and retreat.


Breath Weapon (Su)Beam of Darkness: line, range 100 feet- 7d10 damage darkness, +4 against all creatures with Good Allignments, -4 against all creatures with Evil Allignments When fired, the Beam of Darkness will deal the said damage unless a Will save is thrown (DC 15). If the damage is dealt, the body part that was hit will become numbed and unusable unless an additional Will Save is thrown any turn afterwards (DC 10).
Improved Grab (Ex) After any melee attack, the Centragoon may use it's tail to hold an enemy. If the Centragoon is able to, they will pick up and carry said foe around until dropped.
Ray (Su) Bolt of Darkness: 2d5 damage A Centragoon is able to fire a dark bolt from it's hand. If the bolt hits (DC13), the target is able to make a Fortitude Save (DC12), or suffer said damage.
Trample (Ex) 2d7 bludgeoning A Centragoon will run over an opponent and deal said damage unless the opponent either successfully rolls an attack with a -4 penalty on it, or rolls a Reflex Save for half damage (10+1/2 HD+19).
Fast Healing (Ex) At the beginning of each turn, a Centragoon will regain 1d5 HP. HP lost by starvation, sffocation, or thirst cannot be regained in this manner.
Immunities (Ex) Centragoons are immune to Death spells, poison, and paralyzation of any kind.

Society
The Centragoon is a very solitary creature, preferring to live in solitude than in large numbers. You will rarely see two Centragoons together unless it is the mating season, in which you will see pairs of Centragoons for about one to two years before breaking apart to let the mothers take care of the growing child. Centragoons will sometimes go out into more populated areas and talk to others not of it's kind, but will rarely make friends with anyone unless they live around or inside where they live. Centragoons are a fully independent race in which once they are free from their parents, they will usually never see either one of them again. They show little to no emotion and are not known to become angry for foolish reasons.

This creature has not yet been play tested.
This is not a kender type creature.

 



Wander Home