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Chiron, Centaur Demigod Trainer - AI-generated fantasy Monster

Chiron, Centaur Demigod Trainer

Chiron is the wisest and most patient of the centaurs, born from divine blood and shaped by centuries of study. Unlike many beings called demigods, he seeks neither worship nor conquest. His purpose is to prepare mortal heroes for the trials that even gods cannot prevent. On The Olympian Island, he trains warriors, healers, archers, monster hunters, and reluctant heirs to divine legacies. His lessons are famous for being fair, painful, and remembered for generations.

LargeMonstrous humanoid(Centaur, augmented humanoid, mythic being)CR CR 17NG

Chiron, Centaur Demigod Trainer

ChironCentaurDemigodOlympian IslandTrainerMythic FantasyUnique NPCSolo Encounter
HP255AC+17SPD50 ft.; woodland stride; canter 100 ft. when chargingCR17AcrobaticsClimbHealKnowledge (history)Knowledge (nature)Knowledge (religion)PerceptionPerform (oratory)RideSense MotiveSpellcraftSurvival
STR
22
DEX
17
CON
20
INT
19
WIS
24
CHA
23
Immortal Centaur. Chiron does not age, and he cannot die from old age. He gains a +4 racial bonus on saves against poison and disease and has immunity to magical sleep effects.
Woodland Stride. Chiron can move through any sort of undergrowth, including thorns and briars, at his normal speed without taking damage or suffering impairment. Magically manipulated terrain still affects him.
Master of the First Step. Chiron gains a bonus on combat maneuver checks made to trip. He can make a hoof attack against a creature that falls prone from his trip attempt as a free action once per round.
Teacher of Footwork. Chiron is never considered flat-footed while conscious. Once per round, when a creature misses him with a melee attack, he can take a 5-foot step as a free action.
Aura of Courage. Allies within 30 feet gain a +4 morale bonus on saves against fear and a +2 morale bonus on attack rolls while they can hear Chiron. Chiron is immune to fear.
Mythic Resilience. Chiron has a pool of 5 mythic power points. He can expend one point to add to a d20 roll after learning the result, or to gain an additional standard action on his turn. He regains all mythic power after 24 hours.
Merciful Arsenal. Chiron's attacks count as epic, good-aligned, and magical for the purpose of overcoming damage reduction. He can choose to deal nonlethal damage with any weapon without penalty.
Scholar of Every Art. Chiron can cast spells while holding his bow, spear, or healer's satchel. He can use his Wisdom modifier for concentration checks and caster level checks made to dispel magic.
Multiattack. Chiron makes two attacks with his celestial longbow, two attacks with his hooves, or one attack with his spear and one attack with his hooves.
Weapon Mastery. Melee +3 keen holy spear +28/+23/+18 (/×3 plus fire), or ranged celestial longbow +30/+25/+20 (/×3 plus holy; range increment 110 ft.). Chiron threatens all squares within his reach with his spear.
Olympian Charge. Chiron moves up to twice his speed in a straight line and makes a hoof attack against each creature whose space he passes through. A creature struck must succeed at a Reflex save or fall prone. Chiron can make one trip attempt against a creature he knocks prone without provoking an attack of opportunity.
Arrow of Instruction. As a standard action, Chiron fires an arrow of instruction at one creature within 110 feet. The target takes points of nonlethal damage and must succeed at a Will save or be staggered for 1 round and gain a -2 penalty on attack rolls against Chiron for 1 minute. A creature that succeeds is immune to this ability for 24 hours.
Lesson of the Immortals. Chiron invokes the training grounds of the gods. Creatures of his choice within 60 feet must succeed at a Will save or be affected as if by greater heroism for 10 rounds. Allies that succeed or voluntarily accept the effect also gain a +2 insight bonus to AC and saving throws for the duration. This is a mind-affecting, emotion, language-dependent effect.
Master Healer. Chiron heals hit points in himself or one creature touched. The target also receives the benefits of remove disease and neutralize poison. Chiron can use this ability three times per day.
Starfall Arrow. Chiron releases a radiant arrow at a point within 110 feet. The arrow explodes in a 20-foot-radius burst, dealing points of damage, half fire and half holy damage. A successful Reflex save halves the damage. Evil creatures that fail the save are blinded for 1 round.
Spellcasting. Chiron casts one prepared spell of 5th level or lower. He does not provoke attacks of opportunity when casting defensively.
Steady the Heart. When a creature within 60 feet fails a saving throw against a fear, emotion, or mind-affecting effect, Chiron grants that creature a new saving throw as an immediate action. If the new save succeeds, the creature is shaken instead of suffering the full effect. Chiron can use this reaction three times per day.
Measured Step. Chiron moves up to half his speed without provoking attacks of opportunity.
Perfect Form. Chiron makes one hoof attack or fires one arrow from his celestial longbow.
Corrective Counsel (Costs 2 Actions). One ally within 60 feet can immediately attempt a new saving throw against one ongoing mind-affecting, fear, or emotion effect, gaining a +4 morale bonus on the save.
Demonstration (Costs 2 Actions). Chiron makes one spear attack and one hoof attack, or uses arrow of instruction.
Lesson in Motion (Costs 3 Actions). Chiron uses Olympian Charge or Starfall Arrow, then moves up to half his speed.
4th level
Private SanctumAbjuration Creates a warded sanctuary for 1 hour per level and can be used to protect students or stabilize an arena.
5th level
Greater HeroismEnchantment Grants a willing creature a +4 morale bonus on attack rolls, saves against fear, and weapon damage, plus temporary hit points.
Break EnchantmentAbjuration Removes curses, diseases, and many magical afflictions from one creature.
6th level
Greater Dispel MagicAbjuration Dispels multiple magical effects, with a chance to end even powerful protections.
HealConjuration Restores a large amount of hit points and removes many debilitating conditions.
True SeeingDivination Reveals all magical and mundane disguises, invisibility, illusions, and transformations.
7th level
TeleportConjuration Allows Chiron to move himself and allies across the island or between prepared training circles.
Raise DeadConjuration Restores a slain creature to life if its spirit is willing and the body is sufficiently intact.
8th level
Dimensional LockAbjuration Creates a powerful ward that blocks extraplanar travel and protects a large training area.
MazeConjuration Instantly removes one creature from the battlefield and places it in a prepared holding circle for 1 round, with a Will save to resist.
9th level
VisionDivination Provides a vision concerning a person, place, or event important to the island's future.
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