Centaur Woodsman
Beastlings
600 lbs
10

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66 / 66
14
16
40
2
5

Necklace, Wooden
Leather Jerkin
Quiver
Clothes, Traveler's
Ring, Wood
Pouch
Longbow
 
Longbow

  • Inventory Unequipped:
  • 20 Arrow
    0.05 gp
  • Handaxe
    5 gp
  • Leather strap
    0.2 gp


  • Natural Weapon(s):
  • Hooves (2d6)


  • Passive Abilities:
  • Robust Build
    500 gp
  • Equipment Size: Large
  • Armor Size: Large
  • Weapon Size: Large
  • Advanced Armor Training - Light
    2000 gp

  • Quick Abilities:
  • Subtle Stride
    500 gp
  • Agile Dodge
    500 gp
  • Fleet of Foot
    1000 gp

  • Attack Abilities:
  • Pinning Attack
    150 gp
  • Tricky Arrow
    64000 gp


  • Monster Bits:
  • 36 Humanoid Blood
    0.15 gp
  • 90 Animal Bone
    0.03 gp
  • 60 Animal Fat
    0.5 gp
  • 210 Animal Meat
    0.05 gp
  • 30 Soft Skin
    0.05 gp

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.

Beastlings
Creature Sub Type

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.

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information