Centaur Druid
Beastlings
600 lbs
15

|
|

76 / 76
15 / 15
13
16
40
1
5

Pouch
Staff of the Woodlands
 

  • Inventory Unequipped:
  • Flute
    2 gp


  • Natural Armor:
  • Natural Armor +3
    0 gp


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


  • Passive Abilities:
  • Robust Build
    500 gp
  • Equipment Size: Large
  • Weapon Enchantment +2
    5000 gp
  • Weapon Size: Large
  • Harmony
    1

  • Attack Abilities:
  • Toppling Attack
    150 gp
  • Leaping Strike
    300 gp

  • At Will Spell(s):
  • Pass Without Trace
    2


  • Spellcasting |
  • | Druidcraft Feeding Swarm Floral Flourish Grace of Nature Lash of Rose Thorns
  • | Anchoring Spines Arctic Arrow Aura of Grasping Thorns Create or Destroy Water Cure Wounds Druidic Forest Camouflage Faerie Fire Infesting Spores Nature's Call Oakskin
  • | Bestial Stoning Enhance Ability Freeze Metal Heat Metal Hornet Shot Locate Animals or Plants Moonbeam Needle Storm Quenching Haven Summon Beast
  • | Blades of Stone Call Lightning Claw Eruption Cobra Spray Create Food and Water Frost Bolt Mass Healing Word Speak with Plants Summon Shambling Mound Wall of Water


  • 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

Four sturdy legs stamp the earth, hooves cracked and moss-covered. His equine body is broad and scarred, fur streaked with leaf litter. A humanoid torso rises above, crowned by antlers and tangled hair, skin etched with living runes.

Centaur Druids serve as guardians of ancient groves, blending nature magic with raw physical might. Their equine bodies grant swift travel, while their antlered visages and vine-carved staffs mark them as wardens of balance, often speaking with beasts, shaping terrain, and invoking primal forces to protect sacred land from harm.

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