Description: Centaurs appear to be half man, half horse, having the torso, arms and head of a man in the position a horse's head would otherwise occupy. A centaur is as big as a heavy horse, but much taller and slightly heavier; average males are about 7 feet tall and weigh about 2,100 pounds, and females are just a bit smaller. There is a 2% chance that any female centaur born will have traits similar to a Unicorn, including a horn which grows from the forehead.
Restrictions: Centaur may become Fighters or Clerics. They are required to have a minimum Constitution of 12. Due to their large, somewhat inflexible frames, they may not have a Dexterity higher than 17. Female Centaur born with unicorn traits may become magic users.
Special Abilities: All Centaur have Darkvision with a 60' range, and, in addition, receive a special Trample attack (As warhorse)
Saving Throws: Centaur save at +4 vs. Death Ray or Poison, and +3 Paralysis or Petrify.
Description: Appearing as green skinned women with serpents in place of hair, the Medusae are the offspring of those individuals cursed by the serpent gods.
Restrictions: Medusae may become Thieves or Magic Users. They are required to have a minimum Int of 9. Suffering from an aloof, cool nature, they may not have a Charisma higher than 17.
Special Abilities: Medusae possess a lesser version of their namesake’s horrific gaze. When not wearing spectacles of magically smoked glass, anyone meeting the Medusae’s gaze must make a successful save vs Paralysis, or be paralyzed for 1d4 rounds. This ability affects friend and foe alike. Using a mirror negates the ability, as per the monster entry.
Saving Throws: Medusae receive no special bonuses to saving throws.
So there you have it. Not the most elegant presentation, and they could probably use a bit of play-testing, but for those interested, have at! :)