Centaurs
D&D reference
Centaurs are used as beings of fey or humanoid origin that combine the human body with the horse body. Their strong speed, ability to navigate open terrain, and hoof attack are typical game elements. Practical issues such as stairs, narrow passages, swimming, and human-sized equipment differentiate them in adventure design.
Canonical record
Centaurs of the Endless Way consider seasonal right of passage as political sovereignty rather than fixed territory. When a fence, mine or castle blocks the sacred migration route, they consider it an invasion.
Family is not only blood ties, but also an agreement to share the same herd and road. Permanent cities are few; The Wind Circle serves as the seasonal capital.
Centaur Path Guardian
Oversized Fey-humanoid, any disposition
Defense 15 (leather armor)
Hit Points 68 (8d10 + 24)
Speed 15 m.
Skills Athletics +6, Survival +7, Perception +5
Senses passive Perception 15
Languages Common Tongue, Sylvan, Orcish
Threat 4 · Experience Award 1,100 • Proficiency Bonus +2
Features
Offense. If the spear hits after at least 30 feet of straight movement, the target takes 9 (2d8) additional piercing damage.
Migration Path Intuition. Has advantage on initiative and Survival checks in natural terrain.
Actions
Multi Attack. The guard makes two attacks with a spear or a spear and a hoof attack.
Spear. Melee or Ranged Weapon Attack: +6 to hit, range 3 m. or 6/18 m., one target. Hit: 10 (1d12 + 4) piercing damage.
Hoof. Melee Weapon Attack: +6 to hit, range 1.5 m., one target. Hit: 11 (2d6 + 4) crushing damage.