Chiron (CR 9/MR 4)

This noble centaur carries an air of dignity and wisdom, with its silvery-white hair framing an ageless face. Its flanks and fetlocks supple and smooth but its humanoid parts well-worn and tanned with age.

Chiron (CR 9/MR 4)
XP 6,400
NG Large monstrous humanoid (mythic)
Init +6; Senses darkvision 60 ft.; Perception +19


AC 24, touch 15, flat-footed 18 (+6 Dex, +8 natural, +1 shield, –1 size)
hp 133 (11d10+73)
Fort +6, Ref +12, Will +12; +4 vs. death effects
Defensive Abilities uncanny awarenessMA; DR 10/epic; SR 20


Speed 40 ft.
Melee 2 hooves +12 (1d6+2)
Ranged +1 mythic bane composite longbow +17/+12/+7 (2d6+3/19–20/x3)
Space 10 ft.; Reach 5 ft.
Special Attacks bow of victoryMA, master mentor, mythic power (4/day, surge 1d8)

Spell-Like Abilities (CL 11th; concentration +15)
At will—augury, bleed glory (DC 17), guidance, minor image (DC 16), restore mythic power, share glory, speak with animals, summon instrument, true strike
3/day—cure moderate wounds, share language
1/day—divination, legend lore, major creation, moment of prescience, speak with plants


Str 15, Dex 23, Con 16, Int 17, Wis 20, Cha 19
Base Atk +11; CMB +14; CMD 30 (34 vs. trip)
Feats Deadly Aim, Improved Critical (composite longbow), ManyshotMF, Point-Blank Shot, Quicken Spell-Like Ability (true strike), Rapid ShotMF
Skills Heal +10, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +15, Knowledge (religion) +15, Perception +18, Perform (oratory) +10, Perform (sing) +10, Perform (string) +10, Survival +10, Use Magic Device +15
Languages Aklo, Common, Sylvan
SQ ageless and ancient, bottomless quiverMA, hero forgeMA, mentor’s blessingMA, undersized weapons, wild empathy +15


Environment temperate forests or plains
Organization solitary, mentor (1 plus NPC protege of 3rd–7th level), or council (2–5)
Treasure standard

Special Abilities

Ageless and Ancient (Ex) A chiron never suffers ill effects from aging and cannot die of old age. Magical aging effects like sands of time have no effect against them, and they gain a +4 racial bonus on saving throws against death effects.

Bottomless Quiver (Su) A chiron’s quiver never runs out of arrows during combat, producing as many as needed, every arrow tipped with arrowheads of Elysian bronze (as described in Pathfinder Roleplaying Game Ultimate Equipment). A chiron can expend one use of its mythic power to select one form of damage reduction (except DR/-) that its arrows may bypass for 1 minute.

Bow of Victory (Su) Any bow in a chiron’s hands functions as a +1 mythic bane weapon (as described in Pathfinder Roleplaying Game Mythic Adventures), though as a standard action it can exchange this ability for magical beast bane or monstrous humanoid bane. If its bow is broken, disarmed, or destroyed, a chiron can create a new bow as a standard action by expending one use of its mythic power. A chiron’s bow has no magical abilities when wielded by others.

Hero Forge (Su) A chiron is a master at crafting the magical tools needed by his proteges. He can expend one or more uses of his mythic power to gain any of the following for 24 hours, gaining one per use of mythic power expended: 11 ranks in any Craft skill, 11 ranks in Spellcraft, any item creation feat as a bonus feat, Mythic Crafter as a bonus feat. Items crafted in this way do not function for chirons or centaurs. In addition, given time and materials any chiron can craft ambrosia (as described in Chapter 5 of Pathfinder Roleplaying Game Mythic Adventures) as if they met all prerequisites for creating the item, expending one use of mythic power per day while preparing it but otherwise automatically succeeding on all rolls relating to its creation.

Master Mentor (Ex/Su) A chiron gains the bardic knowledge, bardic performance (inspire competence, inspire courage, inspire greatness), lore master, and jack of all trades abilities of an 11th-level bard. He can activate his bardic performance as a move action and can use the ability for up to 26 rounds per day. Chirons treat all Knowledge and Perform skills as class skills, and most chirons use oratory as their chosen mode of performance.

A character using the retraining rules from Pathfinder Roleplaying Game Ultimate Campaign requires only one-fifth the normal amount of time when instructed by a chiron during this retraining, though a character must often perform a quest of some sort to prove his worthiness to be trained. If not using those rules, the chiron can expend one use of its mythic power and 24 hours of training to enable a character to exchange a feat, language, spell, or up to 4 skill points they know for a different one for which they qualify. Things which serve as prerequisites for other things cannot be exchanged.

Mentor’s Blessing (Su) When a chiron uses its restore mythic power spell-like ability on a good-aligned creature, it must expend only one use of its own mythic power to restore one use of the target’s mythic power. In addition, if the target uses that mythic power before the end of its next turn to use a mythic surge, it can roll the surge dice twice and select the better result. In addition, if a chiron is killed it can expend all of its remaining mythic power as an immediate action. This allows it to utter a dying message of up to 25 words and to use ascension as a spell-like ability, investing an item it is holding or wearing as the focus item for the effect. A chiron that does this cannot be returned to life by any means short of divine intervention.

Uncanny Awareness (Ex) Chirons can always act during a surprise round. A chiron also gains uncanny dodge, and if he is flanked he can expend one use of his mythic power as an immediate action to gain improved uncanny dodge (treating the chiron as an 11th-level rogue for the purpose of overcoming this ability).

Undersized Weapons (Ex) Although a chiron is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most chirons).

Wild Empathy (Ex) As the ranger class feature.

Chirons are a noble and ancient subrace of centaurs, dedicated and devoted to the tutelage of mortal heroes and the overthrow of monstrous races and threats. They are skilled in the sciences, masters of music, disciples of the healing arts, and marvelous mentors. A typical chiron is 7 feet tall and weighs between 1500 and 2000 pounds.

Chirons are primarily herbivorous, though they can and do eat meat on occasion. Though they can subsist on meager fare at need, they enjoy finely crafted wine and delicate cuisine when they can obtain it. Many chirons are gardeners and beekeepers, as they savor the taste of honey and use it to create mythic ambrosia, which they often give as a parting gift to heroic proteges setting off on dangerous quests.

Though able to interbreed with common centaurs, few chirons do so (which may account for their relative rarity). Their immortal lifespans preclude a deep sense of attachment with those among their short-lived kin, and those among their kind that sire children must often watch them grow old and die while the immortal chiron lives on, as only rarely is their divine spark passed on by heredity. Most prefer to reserve their paternal instincts for the heroes that seek them out, as they teach each new generation the lessons and leagcies of the past.

Chirons can have a strong impact on the local environment, as they often contemplate the auguries and oracles before making decisions to see what omens they reveal. Acts that would compromise the beauty and balance of the natural world are avoided whenever possible, and they may help coordinate disorganized fey creatures and even the wild things of the wood to rise up and drive out those that would despoil their homes.

Habitat and Society
Chirons rarely live among their centaur kin, and in fact tend to consider themselves a tribe apart, referring to their less civilized relatives as “wild centaurs,” “wildlings,” or “mavericks.” They favor pastoral forests, grasslands, and hills for their homes, and unlike the nomadic centaurs chirons are generally staid and content to live in and around just one place where they can find peace and solitude. Many chirons find isolated and remote valleys while others dwell in simple caves surrounded by natural springs and windswept heights. A few even take to the sea to find a home on a lonely island, and those who have been a long time alone may take a good deal of convincing to provide instruction to an aspiring hero. Chiron proteges are often very young, with instruction in the simple rudiments of literacy and numeracy providing a foundation for later learning. Older students may focus on one or more specific disciplines in which the chiron can guide them. Not all chirons follow such a hermetic path, however. Many actively seek out proteges to mentor and teach in the old codes and ancient traditions of the land. Others work as tutors for the children of royalty, or those that are nominated to their tutelage by the acclamation of those they trust. Chirons rarely abide in palaces even when working with kings, but they may find contentment in grand gardens, or in the temple compounds of prophetic oracles.

Even chirons that enjoy the company of others rarely associate for long with other chirons. Whether it is from professional jealousy or rivalry, or perhaps a genuine sense that their efforts would be better spent nurturing many different heroes, only rarely will chirons convene a council of members. In such councils, the eldest and wisest of the chirons present typically carry the most weight in debate and discussion. In the event of an impasse, one of the chirons will typically surrender the point rather than create bad blood between them or their proteges. Even when no such disagreements surface, chiron councils of up to 4 rarely last more than a week or two before each party goes its own separate way.

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