Centaur Herbalist
A field herbalist turns gathered plants into both medicine and a poisoned sling shot, trampling anyone who doesn't clear the charge in time.
Many centaurs are skilled in the study of plants, especially those in the areas in which they roam. They can use such herbs to both heal and cause distress in those who attack them.
In play
Load Sachet [Single Action] Requirements The centaur herbalist has at least one herbal sachet; Effect The centaur herbalist Interacts to load an herbal sachet in her sling. The next ranged Strike she makes with her sling deals an additional 1d6 poison damage.
Trample [Three Actions] Medium or smaller, hoof, DC 18.
Level 3
Perception +10 · Senses darkvision · Languages Common, Elven, Fey · Skills Athletics +11, Diplomacy +6, Medicine +7, Nature +7, Survival +7
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +3 | +2 | +1 | +0 | +3 | +1 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 18 | +8 | +9 | +10 |
HP 36
Speed 40 feet
Actions
- Melee Hoof [Single Action] +9 (Agile), Damage 1d10+4 bludgeoning
- Ranged Sling [Single Action] +8 (range 50 ft, Propulsive, reload 1), Damage 1d6+1 bludgeoning
Pathfinder Second Edition material on Narrative Nexus is used under the ORC License or the Open Game License v1.0a, with each entry's notice naming the license that applies. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.