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Peoples · Endless Road

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.

POWER 18 (+4)
ENGLISH 15 (+2)
DAY 16 (+3)
ZEK 11 (+0)
COMP 16 (+3)
SNOW 12 (+1)

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.