Centaurs
The upper body of a centaur, rising from where the horse's neck should begin, resembles that of a human, while the rest of its form is that of a full horse. With human intellect and horse strength, they are a force to be reckoned with.
For those venturing into realms where centaurs roam, caution is advised. While many may be open to trade or conversation, their mercurial temperament can make them unpredictable allies or foes. Due to their deep connection to nature, they are often skilled archers and riders, making them formidable adversaries in open terrain.
Tier 1
Young Centaur
Large, Beast/ Humanoid
Tier 1, Challenge Point 2, XP: 2
Attributes
AC 7 AP 0 HP 16 Posture 5
- Passive Insight/ Perception 9
- Language Common, Sylvan
Movement
Base 45 Climb/Swim 0 Dash 50 Stats + Skills
STR +4 DEX -1 INT -1 WIS -1 CHA +0
- LU +1: Luck Points: 1; Critical Fail: 1
Actions (1)
- Hooves: Hit +4, Dmg 1d10 strike
- Knocker: On a hit, the target must succeed on an Athletics Save (DC 12), or become Knocked Prone. This Attack deals double Posture damage
Centaur
Large, Beast/ Humanoid
Tier 1, Challenge Point 4, XP: 4
Attributes
AC 14 AP 2 HP 29 Posture 16
- Passive Insight/ Perception 14
- Language Common, Sylvan
Movement
Base 45 Climb/Swim 0 Dash 50 Stats + Skills
STR +5 DEX +0 INT +1 WIS +4 CHA +0
- LU +0: Luck Points: 0; Critical Fail: 1
Actions (1)
Spear Hit +5, Dmg 1d10 thrust
Aquatic: Being Underwater does not impose disadvantage on the Attacks.
Long Reach: The reach of this weapon is 10 feet.
Throw Weapon (20/60)
Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
Favorite Weapon: If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.
Longbow Hit +5, Dmg 1d8 + 2 thrust
Ranged (120/300)
TwoHanded: Needs two hands to be wielded.
Hooves: Hit +5, Dmg 1d10 strike
Knocker: On a hit, the target must succeed on an Athletics Save (DC 13), or become Knocked Prone. This Attack deals double Posture damage
Tier 2
Centaur Archer
Large, Beast/ Humanoid
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 10 AP 3 HP 30 Posture 17
- Passive Insight/ Perception 15
- Language Common, Sylvan
Movement
Base 45 Climb/Swim 0 Dash 60 Stats + Skills
STR +6 DEX +0 INT +1 WIS +5 CHA +0
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Sharp Shooter Once per round, if you miss a Ranged Attack, you can add a +2 bonus to the result.
- In addition, you can also make Ranged Attacks of Opportunity when a creature Posture breaks.
Actions (2)
Longbow Hit +6, Dmg 1d8 + 2 thrust
Ranged (120/300)
TwoHanded: Needs two hands to be wielded.
Hooves: Hit +6, Dmg 1d10 strike
Knocker: On a hit, the target must succeed on an Athletics Save (DC 14), or become Knocked Prone. This Attack deals double Posture damage
Volley Attack If there are at least 1 other Archer within 20 feet of you, you can use this Action. Choose 1 point within 120 feet of you.
All creatures within 10 feet of that point must make an Agility Save (DC 14), taking 1d8 + 2 thrust damage on a fail, or half as much on a success.
Centaur Hunter
Large, Beast/ Humanoid
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 10 AP 3 HP 37 Posture 21
- Passive Insight/ Perception 15
- Language Common, Sylvan
Movement
Base 45 Climb/Swim 0 Dash 60 Stats + Skills
STR +6 DEX +0 INT +1 WIS +5 CHA +0
- LU +0: Luck Points: 0; Critical Fail: 1
Actions (2)
Javelin Hit +6, Dmg 1d10 thrust
Aquatic: Being Underwater does not impose disadvantage on the Attacks.
Throw Weapon(20/120)
Favorite Weapon: You gain advantage to all Attacks you make when throwing this weapon.
Hooves: Hit +6, Dmg 1d10 strike
Knocker: On a hit, the target must succeed on an Athletics Save (DC 14), or become Knocked Prone. This Attack deals double Posture damage
Bonus Action
- Cast Spell You can cast the following spells:
- At Will Hunter's Mark
Tier 3
Centaur Sage
Large, Beast/ Humanoid
Tier 3, Challenge Point 5, XP: 15
Attributes
AC 17 AP 3 HP 46 Posture 27 Mana 10
- Passive Insight/ Perception 17
- Language Common, Sylvan
Movement
Base 45 Climb/Swim 0 Dash 60 Stats + Skills
STR +6 DEX +0 INT +0 WIS +7 CHA +0
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Spell Skill Spell Hit: +7, Spell DC (15)
Cast Ritual Spell You can cast the following spells:
Conjure Familiar, Talk to Plants, Peaceful Burial,
Rain Dance, Locate, Zone of Truth, Oak ArmorActions (1)
Hooves: Hit +6, Dmg 1d10 strike
Knocker: On a hit, the target must succeed on an Athletics Save (DC 14), or become Knocked Prone. This Attack deals double Posture damage
Cast Spell You can cast the following spells:
At Will: Beast Sense, Bless, Commune with Nature, Conjure Minor Vines, Talk to Animals
Level 1 (1 Mana): Cold Whisper, Conjure Vines, Lightning Strike, Thorn Strike, Wind Slash
Level 2 (2 Mana): Bolt of Lightning, Dispell,
Hydro Pump, Minor EarthquakeBonus Action
Cast Spell You can cast the following spells:
Level 1 (1 Mana): Restoration
Centaur Knight
Large, Beast/ Humanoid
Tier 3, Challenge Point 10, XP: 30
Attributes
AC 18 AP 3 HP 87 Posture 45
- Passive Insight/ Perception 15
- Language Common, Sylvan
Movement
Base 45 Climb/Swim 0 Dash 60 Stats + Skills
STR +7 DEX -1 INT +0 WIS +5 CHA +0
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Attack as a Free Action.
- Forced Attack (2) Once per round, you can make 1 Attack as a Free Action. You can only use this ability 2 times per Short or Long rest.
Actions (3)
Lance Hit +7, Dmg 2d6 thrust
Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
Wide Reach: The reach of this weapon is 15 feet, but you cannot Attack creatures within 10 feet.
Favorite Weapon: If you Dash and move at least 20 feet, you can add 1d6 to the next damage roll you make with this weapon this turn, ignoring all AP.
Longsword Hit +7, Dmg 1d10 slash or thrust
Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again
Hooves: Hit +7, Dmg 1d10 strike
Knocker: On a hit, the target must succeed on an Athletics Save (DC 15), or become Knocked Prone. This Attack deals double Posture damage