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Heroes V · CREATURE PROFILE

Centaur Marauder in Heroes V: stats, cost and abilities

Centaur Marauder in Heroes V: Ranged stack requiring usable line of sight. Practical use, abilities, weaknesses, recruitment and 10 base health.

Quick guide: where it fits

Ranged stack requiring usable line of sight

Centaur Marauder needs line of sight to an important target.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions.

Exact dwelling, growth and items →
Centaur Marauder — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Centaur Marauder needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
4
Defense
4
Damage
3–5
Health
10
Speed
6
Shots
6
Base weekly growth
14
Initiative
10
Mana
0
Experience per creature
19

Cost per creature: 70 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • No Melee Penalty

    The shooter has no normal melee damage penalty.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Where to obtain and develop this creature

This form uses the upgraded dwelling; construction cost is not the retraining price.

Growth and construction prerequisites (4)

Growth support is not another recruitment site. A prerequisite may unlock one of the recruitment forms.

Reference stack cost and health

These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.

Centaur Marauder · reference values before bonuses
CreaturesTotal costBase health
1
  • 70 gold
10
5
  • 350 gold
50
10
  • 700 gold
100

Reading this profile correctly

The reference is Tribes of the East 3.1. Initiative concerns ATB and Speed concerns movement; increasing one does not automatically increase the other. Upgrades and alternatives have separate profiles.

Resource costs are part of recruitment. For an entire stack, multiply every component, not just gold. Base growth excludes additional town, map and hero bonuses. Zero shots means no regular ranged attack; the creature can still have spells or other active abilities.

Numerical reference source ↗

Original roster scope

177 creatures from the Tribes of the East 3.1 manual: 168 faction variants and 9 neutrals. Original and alternative upgrades remain separate. Stats exclude heroes, artifacts and spells. Speed determines range; Initiative determines ATB action timing. Costs include rare resources and are per creature.