Centaur Chieftain
Centaurs
1,200 lbs
12

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114 / 114
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Leather Jerkin
Quiver
Pike
 
Pike

  • Inventory Unequipped:
  • Arrow
    0.05 gp
  • Longbow
    50 gp
  • 20 Arrow
    0.05 gp


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


  • Passive Abilities:
  • Armor Size: Large
  • Weapon Size: Large
  • Equipment Size: Large

  • Attack Abilities:
  • Charge (30ft) (3d6)
    4200 gp
  • Charging Attack
    250 gp

  • Free Abilities:
  • Phalanx
    500 gp

  • Reaction Abilities:
  • Inspiring Aura
  • Repel Charge
    5000 gp


  • Monster Bits:
  • 540 Fey Bark
    1 gp
  • 60 Fey Dust
    4 gp

Bear-pelt cloaks your torso, coarse fur matted with old blood. Rainbow macaw feathers stream from their iron-shod pike; each shaft vibrates with wind, clattering bone beads against wolf fangs strung along the grip.

Centaur chieftains are the revered leaders of their herds. They drape themselves in the cured hides of mighty beasts—grisly grizzly bears, dire wolves, or sabre-toothed cats—that they slew alone in ritual combat, most often while shielding their mates or foals from harm. From their towering pikes and great yew longbows flutter bright plumes of crimson, turquoise, and gold, feathers taken from rare jungle birds and sky-raptors, each one a badge of rank and a testament to deeds that echo in the tribe’s songs.

Centaurs
Creature Sub Type
1,200 lbs

🏹🐎 Centaurs: Wild Lords of the Endless Plain

Centaurs thunder across the world like living tempests, half mortal, half stallion, wholly untamed. 🌅 Their hooves shake the earth, their bows sing death from horizons away, and their laughter echoes like war-drums beneath star-drunk skies. Born where the wind itself seems to breed legends, they are freedom incarnate—fierce, proud, and allergic to any leash. To meet a centaur is to stand at the crossroads of civilization and wilderness, where the scent of crushed grass and drawn blood mingle in the same breath.

🌿 Origins: Children of Storm and Starlight

The first centaur was born when a sky-god’s lightning loved a mortal mare beneath a blood-red moon, or so the oldest songs claim. ⚡ Others say the Plains Mother wove horse and human together so her children could outrun every hunter and chase every dawn. Whatever the truth, centaurs carry starfire in their veins and the memory of open sky in their bones. They are not made; they are foaled beneath open heavens, raised on mare’s milk, storm-wind, and stories told around stampeding campfires.

Game Masters may tie their genesis to a specific deity, titan, or cosmic event—perhaps a constellation that fell to earth, or a curse that fused cavalry and rider into one eternal being.

⚔️ Might of Hoof and Horn

A centaur’s body is a weapon forged by nature itself. 🏇 Four iron-shod hooves can pulp shields and splinter gates; a charging war-band strikes with the force of a cavalry avalanche. Their upper torsos ripple with archer’s muscle, capable of drawing bows no human could bend. Speed, strength, and stamina entwine: a centaur can lope for days without rest, then pivot and loose a storm of arrows accurate to a heartbeat at a hundred paces.

Yet grace matches power. They dance through battle like wind through tall grass, weaving, stamping, wheeling in perfect unison—an unbroken herd turned lethal ballet.

🌌 The Herd Above All

Centaurs live for the tribe. 🐎🤝 Blood-oath binds them tighter than any chain; to harm one is to war with every hoof that shares the same grazing horizon. Herds are led by the strongest or wisest—sometimes a thunder-voiced warlord, sometimes a star-gazing shaman whose dreams foretell the best migrations. Foals are communal treasures; elders are living libraries of sky-lore and battle-song.

Strangers may earn guest-right beneath the smoke of shared fires, feasting on roast aurochs and fermented mare’s milk beneath a canopy of spears and laughter. Betray that trust, and the entire plain will hunt you until the grass forgets your footprints.

🍷 Spirits Wild and Free

Centaurs do not kneel. Crowns, walls, and laws are cages to them. 🏹🍇 They trade with outsiders—rare herbs, star-metal arrows, prophecies spoken in smoke—but never swear fealty. Wine flows like rivers at their festivals; drums never cease; lovers braid flowers and battle-scars into manes beneath twin moons. Joy and fury come in the same thunderous gallop.

Some herds turn reaver, raiding settled lands for salt, steel, and the sheer thrill of running something down. Others become guardians of forgotten ley-lines or guides for heroes bold enough to keep pace.

🪶 Gifts of the Wind

Ancient pacts with elemental powers gift certain centaurs extraordinary talents. 🌪️ Wind answers their war-cries, whipping arrows into hurricanes. Some speak to the ghosts of stampeded ancestors. Shamans read fate in the flight of eagles or the patterns of trampled grass. Rare sky-blooded centaurs can briefly sprout wings of starlight and storm, soaring above the herd like living comets.

Game Masters can grant unique tribal gifts—thunder-hooves that crack the earth, dream-walkers who race across the sleeping world, or iron-maned smiths who shoe lightning into arrowheads.

🌑 Shadows on the Grass

Even centaurs cast long shadows. Some herds fall to the “Iron Bit,” accepting coin to serve as mercenary shock-troops, trading freedom for bloody gold. Others are twisted by fell magics into monstrous, six-legged war-beasts or bound by cruel sorcerers who chain the wind itself. A few lone exiles—outcasts or oath-breakers—wander the edges of the world, dangerous and desperate.

☀️ Bonds That Cannot Be Broken

To earn a centaur’s friendship is to gain allies who will ride through hell’s gates at your side, singing. To earn their enmity is to be hunted until the sun itself tires of looking for you. Many legends begin when a hero saves a foal from slavers, out-drinks a chieftain, or outruns the herd in a race beneath storm clouds.

🌅 Lords of the Horizon

Centaurs are the heartbeat of every great plain, steppe, and savanna. 🐎🏹 Whether they charge as allies thundering to the player’s rescue, or as a rival horde bearing down like the wrath of open sky, they bring raw, untamed life to any campaign. They are freedom given flesh and fury, the eternal reminder that some spirits can never be tamed—only run beside, for as long as your heart can match their gallop.

  • Speed:
  • Walking Speed: +40
  • Climbing Speed: 0.25*[speed_walking]

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

  • Attack Abilities:
  • Charging Attack
    250 gp

  • Skill Tier 1:
  • Archery Weapon Skill
  • Elvish Language Skill
  • Natural Weapon Skill
  • Sylvan Language Skill
  • Throwable Weapon Skill

d100
Mod
ADV/DIS
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To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music