Centaur
The proud race of creatures known as centaurs combines the speed and strength of horses with the determination and intelligence of humans. Their upper bodies allow them to wield weapons for hunting or warfare, while their lower bodies allow them to traverse great distances at tremendous speed or to trample an enemy underfoot.
Powerful and curious, those horselike creatures love wide spaces and the freedom to travel. As much as they can, centaurs run — in Green earth wild plains, Hot savanna, and verdant forest. They race the wind, hooves thundering and tails streaming behind them, and are the embodiment of freedom. The tribe, running with the wind for days on end, often end up crossing the frontier to the Lightfoot land, or sometimes even to Tana's empire.
Fey. Your creature type is fey, rather than humanoid.
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Natural Affinity. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.
Culture
You might never encounter centaurs out in the wild. However, if they are too old or weak to travel, a lone centaur may end up living in a humanoid settlement. These noble individuals are often revered in the community for their knowledge of the world and ability to read natural omens. While in this settlement they are unable to reproduce by natural means. Some can find happiness in this new life but other seek purpose as they are separated from the herd.Characteristics
Physical features
Centaurs are tall creatures, with the upper half of an elf, and the lower half of a horse. Their upper half being that of an elf, they are graced with the same beauty and fine features. Centaur coloration encompasses the normal human range and also includes skin in shades of copper, bronze for their upper half, and their lower half can take on the various coat of a horse, from grey to cream. As for their hairs, they are varied, ranging from almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Centaur unlike elves can have body or facial hair., especially males.Names
Centaurs’ given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory. Centaurs don’t use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric. Male Names: Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog Female Names: Daiva, Dunja, Elnaya, Galisnya, Irinya, Kotyali, Lalya, Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya, Tatna, Zhendoya, ZoriaTraits
Speed. Your base walking speed is 40 feet.Fey. Your creature type is fey, rather than humanoid.
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Natural Affinity. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.
General Information
Geographic Distribution
Green EarthLanguages
Spritian and CommonPhysiology
Average Lifespan
Less than a centurySize
MediumAverage Height
7ftAverage Weight
2000 lbs
Children
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