“Ichthyocentaur: The Tidal Guardian of Seas and Storms”
Ichthyocentaur — Heralds of the Deep and Masters of the Ocean’s Fury

The Ichthyocentaur is a majestic fusion of human, horse, and fish—a demigod of the deep who embodies both the sea’s grace and its wrath. Revered as storm heralds, philosophers, and protectors of oceanic realms, these ancient beings channel the raw, shifting power of the tides to defend the balance between surface and the ocean depth.
Appearance
Ichthyocentaurs bear the muscular torso of a human, merging into the forequarters of a sea-horse and ending in a sleek, scaled fishtail that coils with effortless strength. Their skin gleams in tones of bronze, teal, and coral blue, while flowing manes of kelp-like hair shimmer with faint bioluminescence. Eyes of opal or pearl shift like the sea at dawn, and barnacle-like markings adorn their arms like natural armor.
Behaviour
Proud, wise, and volatile as the ocean itself, Ichthyocentaurs serve as guardians, oracles, and arbiters of the deep. They ride the currents as others ride steeds, commanding schools of sea creatures with ancient songs. While contemplative by nature, they unleash storms of fury when their domain is threatened, wielding both trident and tide with divine precision.
Habitat
These beings dwell in coral citadels, submerged grottoes, and ruined sanctuaries near continental shelves or trench rifts. They patrol the threshold between surface and abyss, often serving as emissaries of sea gods, custodians of drowned relics, or wardens of sacred undersea gates.
Modus Operandi
In combat, Ichthyocentaurs strike with tidal swiftness and elemental cunning—surging from the depths with coral-bladed spears and conjured waves. They summon whirlpools to cripple ships, call upon marine allies, and vanish beneath the surf before counterattacking. Each movement mirrors the rhythm of the sea: sudden, fluid, and unstoppable.
Motivation
Driven by ancient oaths and oceanic duty, Ichthyocentaurs seek to preserve the natural balance of the seas. They view themselves as living extensions of the ocean’s will, defending its mysteries against greed, pollution, or divine neglect. To the worthy, they offer wisdom carried on salt winds; to the reckless, only the silence of the deep.
Ichthyocentaur 5e 2024
Ichthyocentaur. Pathfinder
Ichthyocentaur 3.5
Ichthyocentaur
Large Monstrosity (Aquatic), Typically Neutral
Armor Class 17 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., swim 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 20 (+5) | 13 (+1) | 18 (+4) | 16 (+3) |
Saving Throws Dex +6, Con +9, Wis +8, Cha +7
Skills Athletics +9, Perception +8, Nature +5, Arcana +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 18
Languages Aquan, Celestial, Common, telepathy 60 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Amphibious
The Ichthyocentaur can breathe both air and water.
Tidal Dominion (Recharge 5–6)
The Ichthyocentaur commands the waters within a 60-foot radius. Each creature of its choice must make a DC 17 Strength saving throw, taking 22 (4d10) bludgeoning damage and being knocked prone and pushed 20 feet on a failed save, or half as much on a success.
Innate Spellcasting (Sea Magic)
The Ichthyocentaur’s innate spellcasting ability is Wisdom (spell save DC 16). It can cast the following spells without material components:
- At will: control water, shape water, detect magic
- 3/day each: call lightning, dispel magic, water breathing
- 1/day each: tsunami, mass cure wounds
Tidal Rush (Recharge 4–6)
If the Ichthyocentaur moves at least 20 feet straight toward a creature and then hits it with a melee attack, the target takes an extra 13 (3d8) bludgeoning damage and must succeed on a DC 17 Strength saving throw or be knocked prone.
Actions
Multiattack
The Ichthyocentaur makes two melee attacks, either with its Trident or Tail Slam.
Trident
Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 15 (2d8 + 6) piercing damage, or 17 (2d10 + 6) piercing damage if used with two hands.
Tail Slam
Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 13 (2d6 + 6) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be grappled (escape DC 17). While grappling, the Ichthyocentaur can’t use its Tail Slam on another creature.
Song of the Deep (1/Day)
The Ichthyocentaur sings a resonant melody that echoes through air and water. Each creature of its choice within 60 feet that can hear it must succeed on a DC 16 Wisdom saving throw or become charmed for 1 minute. While charmed, a creature is incapacitated and moves toward the Ichthyocentaur. The effect ends if the creature takes damage or another creature uses an action to shake it free.
Reactions
Sea’s Retort
When hit by an attack from a creature within 30 feet, the Ichthyocentaur can lash out with a burst of pressurized water. The attacker must make a DC 17 Strength saving throw or take 10 (3d6) bludgeoning damage and be pushed 15 feet away and knocked prone.
Legendary Actions
The Ichthyocentaur can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Ichthyocentaur regains all spent legendary actions at the start of its turn.
- Wave Step. The Ichthyocentaur moves up to half its swim speed without provoking opportunity attacks.
- Call the Current (Costs 2 Actions). A stream of swirling water lashes out at a creature within 30 feet. The target must succeed on a DC 16 Strength saving throw or take 10 (3d6) bludgeoning damage and be pulled up to 10 feet closer.
- Healing Foam (Costs 3 Actions). The Ichthyocentaur exhales a surge of restorative seafoam, regaining 15 (3d8 + 2) hit points.
Combat Tactics
An Ichthyocentaur opens battle by reshaping the battlefield with control water or summoning storms with call lightning. It uses Tidal Dominion to scatter enemies, then charges with Tidal Rush to capitalize on prone foes. In melee, it alternates between trident strikes and Tail Slam to restrain key threats. If wounded, it retreats beneath the surf, using Healing Foam to recover before returning with relentless force. Against ships or coastal intruders, the Ichthyocentaur wields both current and storm as weapons—the ocean itself answering its call.
Lore
Children of the Sea Gods
Legends name the Ichthyocentaurs as the firstborn heralds of Poseidon, Procan, or other ocean deities. Said to have emerged from the sea foam when gods first struck the waves, they embody the ocean’s dual nature—serene and nurturing, yet capable of overwhelming destruction.
Keepers of the Abyssal Paths
Ichthyocentaurs dwell in coral citadels and deep-sea sanctuaries along the border between surface and abyss. They guard ancient currents, sunken temples, and gates to elemental seas, ensuring no mortal or monster disrupts the ocean’s balance. Some serve as envoys between merfolk kingdoms and surface nations, enforcing divine accords older than empires.
Voice of the Tides
Their songs are said to steady storms or summon whirlpools. Sailors whisper that hearing an Ichthyocentaur’s melody in the distance foretells either safe passage or impending doom. To those who show respect to the sea, the Ichthyocentaur may offer guidance; to those who exploit it, retribution without mercy.
Role in the World
An Ichthyocentaur might appear as:
- A guardian spirit protecting a sunken artifact or coastal temple.
- A divine messenger bearing omens from the sea gods.
- A vengeful stormlord, rallying sea creatures to punish trespassers.
- A reluctant ally, aiding heroes who defend the ocean’s sanctity.
“The tide does not ask permission to rise, nor do I. Step carefully, landwalker—your heartbeat is loud beneath my waves.”
— Aphros, Keeper of the Foam
Ichthyocentaur
Large monstrous humanoid (aquatic), typically neutral
CR 9
XP 6,400
Init +2; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE
AC 23, touch 12, flat-footed 21 (+2 Dex, +11 natural)
hp 115 (10d10+60)
Fort +9, Ref +9, Will +11
DR 10/cold iron; Resist cold 10; Immune fear; SR 20
OFFENSE
Speed 40 ft., swim 80 ft.
Melee trident +16/+11 (2d8+9/×3), tail slap +11 (1d8+4 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks tidal rush (Ex), trident mastery (Ex), tail grab (Ex), spell-like abilities (Sp)
Spell-Like Abilities (CL 10th; concentration +13)
- At will — control water, detect magic, hydraulic push, shape water
- 3/day each — call lightning, dispel magic, water breathing
- 1/day each — cure serious wounds, tsunami (as per spell)
STATISTICS
Str 22, Dex 14, Con 20, Int 13, Wis 18, Cha 17
Base Atk +10; CMB +17 (+21 grapple); CMD 29 (can’t be tripped)
Feats
- Combat Reflexes
- Iron Will
- Power Attack
- Weapon Focus (trident)
- Toughness
Skills Acrobatics +10, Diplomacy +9, Knowledge (nature) +8, Knowledge (planes) +8, Perception +16, Sense Motive +14, Swim +18, Survival +12
Languages Aquan, Celestial, Common, Sylvan
SQ amphibious, sea stride, water’s grace
SPECIAL ABILITIES
Amphibious (Ex)
Can breathe both air and water with ease.
Sea Stride (Ex)
Moves through water without hindrance or need for Swim checks, leaving no trace unless desired.
Tidal Rush (Ex)
Once per minute, the ichthyocentaur can surge forward 20 ft. and strike with a melee attack. The target takes 3d8 extra bludgeoning damage and must succeed on a DC 20 Strength save or be knocked prone (land) or stunned for 1 round (water).
Trident Mastery (Ex)
Wields trident with +2 circumstance bonus to attack and damage; underwater reach increases by 5 ft.
Tail Grab (Ex)
Tail slap allows a free grapple attempt without provoking attacks of opportunity. Constricted target takes 2d8+9 damage per round.
Water’s Grace (Su)
As a swift action, can surround itself in seafoam for 1 minute: concealment 20% and fast healing 5 while submerged (3/day).
TACTICS
Before Combat
Uses control water or call lightning to manipulate the battlefield.
During Combat
Opens with tidal rush, then alternates trident attacks and tail grabs to isolate and restrain key threats. Uses water’s grace to evade ranged attacks.
Morale
If below 25 hp, retreats to deep water, employing tsunami or hydraulic push to cover escape.
ECOLOGY
Environment any ocean or coastal shallows
Organization solitary, pair, or chorus (3–6)
Treasure standard (coral jewelry, golden trident, pearls)
LORE & ROLE
- Heralds of the sea gods, born from divine blood mingled with sea foam.
- Guardians of sunken temples, sacred currents, and elemental gates.
- Envoys between tritons, merfolk, and elemental lords.
- Vengeful stormcallers punishing ocean defilers.
- Teachers and guides to mortals who honor the sea.
Description:
The ichthyocentaur’s human-equine upper body rises from a sleek, silver-scaled fish tail. Its bronze-toned skin and kelp-like hair shimmer underwater. Coral circlets or barnacle adornments indicate age and divine favor. Their eyes glow with bioluminescent light, reflecting both oceanic wisdom and wrath.
“The tide does not ask permission to rise, nor do I. Step carefully, landwalker—your heartbeat is loud beneath my waves.”
Ichthyocentaur
| Originally Posted by Shade of the En World forums. On this Thread |
Marine centaurs, with the upper torsoes of a men and the lower bodies of hippocampi
The torso, head, and arms are those of a silvery-skinned humanoid with blue-green hair. Its lower half looks like a cross between a horse and a fish, with silver-blue scales, fins instead of hooves, and a fishlike tail.
Sea centaurs appear to be a cross between a triton and a hippocampus. Sea centaurs are nomadic, living in small families or among tritons and hippocampi. They sometimes agree to serve as mounts for tritons. Sea centaurs share the tritons’ emnity towards Daemon Tritones, and
serve as cavalry in the ongoing war between those two races.
A sea centaur is 12 to 15 feet long and weighs about 2,400 pounds. Hair color ranges from deep blue to blue-green. Sea centaurs speak Common and Aquan.
| Centaur, Sea | |
| Large monstrous humanoid (Aquatic) | |
| Hit Dice | 5d8+15 (37 hp) |
| Initiative | +2 |
| Speed | 5 ft. (1 square), Swim 60 ft. (12 squares) |
| Armor Class | 17 (-1 size, +2 Dexterity, +6 natural), touch 11, flat-footed 15 |
| Base Attack/Grapple | +5/+12 |
| Attack | trident +8 melee (2d6+3) or heavy crossbow +7 ranged (2d8/19–20) |
| Full Attack | trident +8 melee (2d6+3) or heavy crossbow +7 ranged (2d8/19–20) |
| Space/Reach | 10 ft./5 ft. |
| Special Attacks | – |
| Special Qualities | Darkvision 60 ft. |
| Saves | Fort +4, Ref +6, Will +7 |
| Abilities | Strength 16, Dexterity 15, Constitution 16, Intelligence 13, Wisdom 13, Charisma 11 |
| Skills | Listen +11, Spot +11, Survival +8, Swim +12 |
| Feats | Alertness, Iron Will |
| Environment | Temperate aquatic |
| Organization | Solitary, family (2-3), company (1-3 plus 2-5 tritons), squad (1-3 plus 6-11 tritons), or band (1-3 plus 20-80 tritons) |
| Challenge Rating | 4 |
| Treasure | No coins; standard goods (jewelry only); standard items |
| Alignment | Usually chaotic good |
| Advancement | By character class |
| Level Adjustment | +2 |
Combat
Like tritons, sea centaurs prefer to avoid combat, but will fiercely defend their families and allies.
Skills: A sea centaur has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Originally appeared in Dragon Magazine #116 (1986).
Sea Centaurs As Characters
A sea centaur’s favored class is druid.
Sea centaur clerics worship Amphitrite and can choose any two of the following domains: Artifice, Protection, and Water. Sea centaur characters
possess the following racial traits. * +6 Strength, +4 Dexterity, +6 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.
- * A nomadic centaur’s base land speed is 5 feet. A sea centaur has a Swim speed of 60 ft.
- * Darkvision out to 60 feet.
- * Racial Hit Dice: A sea centaur begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
- * Racial Skills: A sea centaur’s monstrous humanoid levels give it skill points equal to 8 x (2 + Intelligence modifier). Its class skills are Listen, Spot, Survival, and Swim.
- * Racial Feats: A sea centaur’s monstrous humanoid levels give it two feats.
- * +6 natural armor bonus.
- * Automatic Languages: Common, Aquan. Bonus Languages: Draconic, Elven, Sahuagin.
- * Favored Class: druid.
- * Level adjustment +2.
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