Centaur
Centaurs are a race of creatures composed of the head and torso of a human joined at the (human’s) waist to the horse’s withers, where the horse’s neck would be. They are caught between the two natures, embodied in contrasted myths, and as the embodiment of untamed nature, as in their battle with the Lapiths, or conversely as teachers, like Chiron.
Centauromachy
They are best known for their fight with the Lapithae, caused by their attempt to carry off Hippodamia, and the rest of the Lapith women, on the day of her marriage to Pirithous, king of the Lapithae, himself the son of Ixion. The strife among these cousins is a metaphor for the conflict between the lower appetites and civilized behavior in humankind. Theseus, who happened to be present, a hero and founder of cities, threw the Balance in favor of the right order of things, and assisted Pirithous. The Centaurs were driven off or destroyed. Another Lapith hero, Caeneus, who was invulnerable to weapons, was beaten into the earth by Centaurs wielding rocks and the branches of trees.
Notable individual centaurs
The most famous individuals were Nessus, Chiron, Pholus and Eurytion, all of which featured in the stories of Heracles. Another pair named Hylaeus and Rhoetus were destroyed by Meleager when they attempted to assault Atalanta in the wilderness. A centaur is as big as a heavy horse, but much taller and slightly heavier.
A centaur is about 7 feet tall and weighs about 2,100 pounds.
Centaur
This creature has the sun-bronzed upper body of a seasoned warrior and the lower body of a sleek warhorse.
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 14 (+2) | 9 (-1) | 13 (+1) | 11 (+0) |
Skills Athletics +6, Perception +3, Survival +3
Senses passive Perception 13
Languages Elvish, Sylvan
Challenge 2 (450 XP)
Special Traits
- Charge: If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Actions
- Multiattack: The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
- Pike: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
- Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
- Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Centaur Chieftain
The chieftain’s mane and hooves showed signs of long travel, the dust of the trail. But the light in his eyes was bright and the blue-feathered pike he shouldered seemed little more than a toothpick- the creature showed no sign of weariness.
Large monstrosity, chaotic neutral
Armor Class 16 (chain shirt, shield)
Hit Points 110 (17d8 + 34)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 12 (+1) | 14 (+2) | 9 (-1) | 14 (+2) | 14 (+2) |
Saving Throws Dexterity +4, Constitution +5, Wisdom +5 Charisma +5
Skills Athletics +7, Perception +5, Survival +5
Senses passive Perception 15
Languages Centaur, Common, Sylvan
Challenge 5 (1,800 XP)
Special Traits
- Chieftain Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 14 (4d6) piercing damage.
Actions
- Multiattack. The centaur chieftain makes two attacks: one with its pike and one with its hooves or two with its longbow.
- Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
- Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
- Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
- Leadership (Recharges after a Short or Long Rest). For 1 minute, the centaur chieftain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the centaur chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the centaur chieftain is incapacitated.
- Rearing Strike (Recharge 5-6). The centaur chieftain rears back on its hind legs and makes a powerful stomp with its hooves. Each creature within 15 feet of the chieftain must make a DC 15 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The attack leaves the centaur chieftain vulnerable, reducing its Armor Class by 2 until the start of its next turn.
About
Centaurs are not easily ruled. Centaur chieftains attain their status through superior strength, force of will, and a knack for sensing trouble early. All of these characteristics require frequent displays, which govern their brash, domineering approach to diplomacy.
Generous with Plunder. Centaur chieftains raid caravans, merchant carts, and small villages for fun and to win the devotion of their best warriors. The chieftains give most of the goods to the warriors as raiding is often the best way to buy centaur loyalty. Raids are especially common when a chieftain’s position in a tribe is new or unstable.
Courting Herds. Humanoids accustomed to monogamous marriages and clear, permanent partnerships are often offended by centaur courting practices. Chieftains invariably retain a small courting-herd of male and female centaurs. The size of these courting-herds is as much a mark of status as anything, though outsiders often assume the herd’s members are all wives or husbands to the chieftain. This assumption is incorrect as the honorable harem positions are more akin to squires, grooms, and ladies-in-waiting in a human or elven court-they dote upon the leader but are not necessarily lovers. The senior members of a courting-herd are often spouses to a centaur chieftain, though how to determine this is a puzzle to outsiders.
Drunken Raiding. While raiding can be honorable, centaur chieftains of both genders have an enormous appetite for alcohol and many are violent drunkards. This fuels their reputation as brawlers and impetuous raiders, though the chieftains who are less susceptible to bouts of drunkenness are highly regarded as leaders and mercenaries. Some chieftains turn to mercenary work largely to be paid in wine, beer, or other spirits.
Section 15: Copyright Notice
Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.
Centaur
Centaur | |
Size/Type | Large monstrous humanoid |
Hit Dice | 4d8+8 (26 hp) |
Initiative | +2 |
Speed | 50 ft. (10 squares) |
Armor Class | 14 (-1 size, +2 Dexterity, +3 natural), touch 11, flat footed 12 |
Base Attack/Grapple | +4/+12 |
Attack | longsword +7 melee (2d6+6/19-20) or composite longbow (+4 Strength bonus) +5 ranged (2d6+4/×3) |
Full Attack | longsword +7 melee (2d6+6/19-20) and 2 hooves +3 melee (1d6+2); or composite longbow (+4 Strength bonus) +5 ranged (2d6+4/×3) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | – |
Special Qualities | Darkvision 60 ft. |
Saves | Fort +3, Ref +6, Will +5 |
Abilities | Strength 18, Dexterity 14, Constitution 15, Intelligence 8, Wisdom 13, Charisma 11 |
Skills | Listen +3, Move Silently +4, Spot +3, Survival +2 |
Feats | Dodge, Weapon Focus (hoof) |
Environment | Temperate forests |
Organization | Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-150 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level) |
Challenge Rating | 3 |
Treasure | Standard |
Alignment | Usually Chaotic Neutral |
Advancement | By character class |
Level Adjustment | +2 |
They speak Sylvan and Human.
Combat
When employing a lance deals double damage when it charges, just as a rider on a mount does
Centaur Lore
Originally Posted by Dracomortis of the Wizards Community forums.
Characters with ranks in Knowledge (nature) can learn more about centaurs. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (nature) | |
DC | Result |
13 | This creature, has the upper body of a humanoid but the lower body of a horse. This result reveals all monstrous humanoid traits. |
18 | Although sociable among themselves and generally even-headed, centaurs shun outsiders and are almost always armed. |
23 | Centaurs are skilled horticulturists and often cultivate various plants near their lairs. Despite their calm nature, they are known for becoming rowdy and aggressive under the influence of Alcohol some centaurs are attendants of the god Dionysos. |
Centaurs As Characters
- A centaur druid is usually a tribe’s designated leader and speaker.
- Characters possess the following racial traits.
- +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom.
- Large size: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach : 10 feet/5 feet.
- It’s base land speed is 50 feet.
- Darkvision out to 60 feet.
- Racial Hit Dice It begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
- Racial Skills Its monstrous humanoid levels give it skill points equal to 7 × (2 + Intelligence modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
- Racial Feats It’s monstrous humanoid levels give it two feats.
- +3 natural armor bonus.
- Automatic Languages Sylvan, satyr. Bonus Languages Common +2 more
- Favored Class Ranger
- Level adjustment +2