Half-Fey* (CR 4)
Alignment: Always chaotic (any)
Initiative: +8; Senses: Listen +9 and Spot +9
AC: 16 (-1 size, +3 Dex, +2 natural, +2 large shield), touch 12, flat-footed 12
Hit Dice: 4d6+4 (18 hp); DR: 5/iron
Fort +2, Ref +8, Will +3
Speed: 50 ft., fly 100 ft. (good)
Space: 10 ft./10 ft.
Base Attack +2; Grapple +10
Attack: Greatclub +7 melee (or heavy lance +7 melee), or mighty composite longbow +4 Str bonus) +5 ranged
Full Attack: Greatclub +7 melee (or heavy lance +7 melee) and 2 hooves +7 melee, or mighty composite longbow +4 Str bonus) +5 ranged
Damage: Greatclub 1d10+4 (or heavy lance 1d8+4), hoof 1d6+4, or mighty composite longbow (+4 Str bonus) 1d8+4
Special Attacks/Actions: Spell-like abilities
Abilities: Str 18, Dex 16, Con 13, Int 8, Wis 15, Cha 15
Special Qualities: Half-fey traits, (centaur)
Feats: Improved Initiative; Weapon Focus (hoof)
Skills: Hide +10, Listen +9, Move Silently +10, Spot +9, and Survival +9
Advancement: By character class
Climate/Terrain: Temperate forest
Spell-like Abilities: At will - charm person; 3/day - detect law; 1/day - enthrall, faerie fire, hypnotism. Caster level 12th; DC 12 + spell level.
Half-Fey Traits: Half-fey have low-light vision and are immune to enchantment spells and effects.
Half-fey centaurs are usually belligerent and swaggering combatants, combining the capriciousness of fey with the bravery of centaurs. Half-fey centaurs usually charge into battle by flying in, then taking to hoof for the final combat.