Large fey humanoid
Level 13 Controller (Leader) XP 800
Initiative +8 Senses Perception +21; low-light vision
HP 132; Bloodied 66
AC 27; Fortitude 26, Reflex 24, Will 26
Quarterstaff (standard, at-will) Weapon
Reach 2; +16 vs AC; 1d8+6 damage, plus 1d6 damage when charging.
Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur mystic, at-will)
Targets the triggering creature; +15 vs AC; 1d6+4 damage.
Rootwhip Staff (standard, at-will) Weapon
Reach 2; +15 vs Reflex; 1d8+6 damage, the centaur mystic slides the target 3 squares, and the target is slowed (save ends).
Ancestral Chargers (standard, recharges when a centaur within 10 squares of the centaur mystic drops to 0 hit points) Psychic
Close blast 5; target enemies; +14 vs Fortitude; (and Will (one attack roll against both defenses))3d8 +5 psychic damage if the attack hits the target’s Will; the target is pushed 2 squares and knocked prone if the attack hits the target’s Fortitude.
Biting Earth (standard, recharges when first bloodied) Zone
Area burst 2 within 10; the burst creates a zone of biting earth that lasts until the end of the centaur mystic’s next turn. Any enemy that ends its turn within the zone is immobilized (save ends). As a free action, an enemy immobilized by the zone can take 3d8 damage to save against the effect. Sustain Standard: The zone persists, and the mystic can move it 3 squares
Mystic Resonance (minor; encounter) Healing
The centaur mystic and each ally it can see regain 10 hit points and can make a saving throw against one effect.
Alignment Unaligned Languages Elven
Skills Athletics +15, Heal +21, Insight +21, Nature +21
Str 18 (+10) Dex 14 (+8) Wis 21 (+11)
Con 20 (+11) Int 16 (+9) Cha 14 (+8)
Equipment: leather armor , quarterstaff .
Description: A CENTAUR MYSTIC ADVISES ITS TRIBE about the ways of nature and about their duties to the spirits of their ancestors. It possesses magic power that stems from both the wilderness and the spirit realm.
Published in Monster Manual 2, page(s) 30.