A thick-maned head rises from a human torso, arms knotted with muscle. Below the waist, a powerful horse’s body stands firm—mud-flecked hide, four sturdy legs, and a tail swishing behind. His hooves crush leaves as he draws a long, curved bow of yew.
Centaur Woodsmen patrol deep forests, combining keen archery with woodland survival. Their equine speed allows swift pursuit or retreat, while their human half excels at crafting, tracking, and ambush. Often loners or tribal scouts, they guard sacred groves, fell trees with care, and rarely tolerate trespassers without warning.
Beastlings are animalistic creatures that walk upright but are typically more intelligent than their
Beast counterpart.
They could have come from a cruel joke by a God, or a terrible Wizard experiment gone wrong. Whole communities, or cities of
Beastlings could exist in campaign.
They do not look Humanoid, and look like a large animal which walks upright. This could mean that other creatures of the campaign world treat them as a
Beast, the
GM could decide to have
DIS on
Influence
Skill Rolls vs a non-Beastling.