Centaur Campaigner
Large fey humanoid
Level 25 Soldier (Leader) XP 7000

Initiative +20        Senses Perception +20; low-light vision
HP 230; Bloodied 115
AC 42; Fortitude 38, Reflex 36, Will 36
Speed 8

Longsword (standard, at-will) Thunder, Weapon

+32 vs AC; 2d8+8 damage, plus 2d8 thunder damage when charging.

Quick Kick (immediate reaction, when a creature moves into a
space where it flanks the centaur campaigner, at-will)

Targets the triggering creature; +32 vs AC; 1d6+8 damage.

Hoofed Tornado (standard, recharges when first bloodied) Thunder, Weapon

Close burst 1; targets enemies; +30 vs AC; 3d8+8 damage plus 1d6+4 thunder damage, and the target is knocked prone. Effect: The target is marked until the end of the centaur campaigner's next turn.

Light Hoof

A centaur campaigner ignores difficult terrain.

Shock Trooper

When a centaur campaigner has more than one enemy adjacent to it, its melee attacks deal 1d6 extra damage.

Sky Bound (free; at-will)

The centaur campaigner gains a fly speed of 8 until the end of its turn. If the campaigner doesn’t end its turn on the ground, it floats to the ground at the end of its turn without taking falling damage.

Three-Thunder Assault (free, when the campaigner hits with a charge attack; encounter) Thunder

Two allies within 10 squares of the centaur campaigner make charge attacks as free actions. Each ally’s attack deals 6 extra thunder damage.

Alignment Unaligned        Languages Common, Elven
Skills Athletics +23, Intimidate +23, Nature +20
Str 26 (+20)      Dex 23 (+18)      Wis 16 (+15)
Con 22 (+18)      Int 12 (+13)      Cha 22 (+18)

Equipment: light shield , longsword , plate armor .

Description: A CAMPAIGNER BRINGS DECADES of battle experience to each conflict, leading fellow centaurs with courage and skill.

Published in Monster Manual 2, page(s) 31.