Centaurs are magnificent creatures. From the waist up, they appear like well-muscled humanoids. Their pointed ears suggest they were once related to elves. From the waist down, however, they have the bodies of horses. The centaur’s humanoid skin is usually bronzed from many hours in the sun. Their equine coats vary greatly in colour and pattern, just as much as any traditional horse. Many different species of creatures appear to be conglomerations of two or more other species, but few of these are as handsome, noble and articulate as the centaurs.
Centaurs are usually honourable and affable people. They prefer to stick to their own kind, but they are not afraid to socialize with those from other races. The main aim of most centaurs is to live in harmony with their forest homes. They are uneducated, but few are wiser than they in the ways of the woods. They care far more for the wilds in which they live than for what someone might have once written in some moldering old book.
Centaurs mature early and live short but happy lives. Like horses, they can walk from birth, albeit on shaky hooves at first. They are considered children for only two years, after which they are adolescents for another three. Once they reach five years of age, centaurs are considered full adults. On average, centaurs live around 40 years, although some have been known to reach the ripe old age of 60. From their chests to the back of their rumps, full-grown centaurs measure six to eight feet long. From their front hooves to their crowns, they are seven to eight feet tall. Centaurs weigh anywhere from 950 to 1,200 pounds. Centaurs have the same life expectancy and age categories as half-orcs.
Note: The above age, weight and height statistics are at odds with the details published in the Monster Manual and Races of the Wild. As the vital statistics published in Races of the Wild are the only published statistics, these will be used instead.
History: Human legend has it that the centaurs are the result of some mad cross between a wild elf and a wild mustang, but both the wild elves and the centaurs take umbrage at this suggestion. (The mustangs have no particular opinions on the matter.) As far as the centaurs are concerned, they have always been on Toril, caretakers of the forest in which they make their homes.
The centaurs’ territory has been slowly dwindling over the years, and presumably their numbers as well. According to centaur myth, the forests of Faerûn once ran thick with great tribes of centaurs. It is only since the encroachment of the “civilized” races that the centaurs have been forced to retreat into smaller and smaller ranges.
Outlook: Centaurs see themselves as the noble guardians of the forest. They are the royalty of the woods. Because of this, they feel protective of their homes and responsible for the defence of the creatures with which they share their space.
Male centaurs spend almost all their waking hours either hunting or out patrolling their lands, keeping their sharp eyes peeled for any outsiders who might be encroaching on their territory and doing the forest harm. If the centaurs believe that their “guests” are acting out of simple ignorance or carelessness, they confront the strangers and deliver them a warning to change their ways. But if the centaurs see these people acting maliciously against their people or the forest, the noble creatures attack without warning and without mercy.
Most centaurs who take up adventuring are young mares or stallions looking for a bit of adventure in their lives before they settle down. Perhaps they’re hoping to find a mate from a tribe other than their own. Sometimes, centaurs who lose their spouses or families take up wandering about the world to distract them from their grief.
Characters: A centaur’s favoured class is ranger. Their closeness to the lands in which they live makes taking up this class an easy choice. However, there are nearly as many bards and druids in their tribes. Centaurs enjoy their music almost as much as their woods.
Prestige Classes: Centaurs can become arcane archers, members of a prestige class normally reserved for elves and half-elves. They do not have any special prestige classes of their own.
Society: Centaur stallions may be hunters, but the mares actually run the tribe and supplement the local food supply with cultivated produce. They also bring some less common goods into their communities through trade. They pay with treasure stripped from the monsters or people who have been foolish enough to challenge them. They don’t care to trade with humans, as centaurs consider them basically untrustworthy. They deal freely with elves, however, mostly for elven foods and wines.
Centaurs are massive creatures, and they eat and drink a lot. Unfortunately, they are notoriously wild drunks, given to high-spirited rampages when overindulging. Non-centaurs should note that although centaurs have generally wonderful senses of humour, they are sensitive about their physiology. They take direct offense at any horse jokes. (“The horses don’t tell us human jokes, you know. Nor do they ask if they can climb on our backs!”) While centaurs can give most humanoids a ride in times of need — and are often willing to offer such assistance when it’s needed — they are offended when asked to perform this service. They are noble and intelligent creatures, not beasts of burden, and they are touchy about anyone even insinuating otherwise.
Centaurs mate for life. Once they promise themselves to each other, centaurs are always faithful, even should one of the pair die. Divorce is unknown among these people.
Young centaurs are encouraged to play freely, and they mostly do so by running wild through the forests that make up their homes. As centaurs grow up, they are gradually asked to share more and more of the tribe’s duties. When a centaur reaches the age of five, she officially becomes an adult, and the tribe hosts a large party to celebrate. Centaurs gallop in from miles around to eat, drink and race.
As centaurs get older, they start to slow down. Eventually, when it’s their turn to die, they drift off into the woods and expire peacefully and privately, offering their bodies up for the creatures of the forest to consume, just as they have consumed so many such creatures during their own lives.
Outside the tribe, most centaurs work alone, confident in their ability to handle most situations. They are often happy to join up with a band of adventurers, especially if there are any elves in it. They know that they are unschooled in the ways of civilization and are always happy to be given a hand dealing with such situations.
Language: Centaurs speak Sylvan among themselves, and most have learned enough Common to be able to converse with any who might impinge on the borders of their territory. After that, those centaurs inclined to pick up another tongue usually learn Elven so that they can easily trade with their favourite non-centaur people. They might also learn Orc or Draconian so they can properly threaten their most hated foes.
Centaurs are illiterate, except for those with player character classes other than barbarian.
Magic: Centaurs have no special spells exclusive to their race. Centaur arcane spellcasters prefer evocation and transmutation spells, since these allow them to affect both intruders and the weather, two constant worries in any centaur’s life.
Magic Items: Centaurs can often make use of magic items intended for horses. For instance, they can directly benefit from horseshoes of speed and horseshoes of the zephyr. They may also use magical boots or shoes on their front or rear pair of hooves (while the items do alter to fit the centaurs’ hooves, they look strange). Centaurs may wear gloves and similar items on their arms like any other humanoid. A centaur is still limited to one pair of boots, one pair of gloves, and so on, despite having an extra pair of limbs.
Centaurs cannot wear humanoid armour, but may wear magical barding. Barding costs four times as much as humanoid armour of the same type, but can be made magical or masterwork at the normal cost. For example, +1 studded leather barding costs 1,000 gp for the magic portion of the item, 150 gp for the masterwork price, and 100 gp for four times the normal cost of studded leather armour, for a total of 1,250 gp.
Religion: Centaurs are not terribly devout. Most of their religious leaders are druids, who also serve as the tribal leaders. When centaurs choose a patron deity, it is almost invariably Silvanus. They share the Oak Father’s love for the deep forests and mighty trees of Faerûn and, like Silvanus, are not afraid to confront those who would injure the forests. Less often, centaurs choose members of the elven pantheon as patrons, such as Angharradh, Rillifane Rallathil or Solonor Thelandira.
Relations: Centaurs don’t mind sharing territory with elves. In fact, the two races can even be said to be friendly with each other. However, centaurs do not hold other races in such high regard. They tolerate halflings and gnomes, who are rarely a threat to the centaurs and are well known for their deep and abiding respect for nature. Centaurs don’t care for humans or dwarves at all; when such people intrude upon a centaur’s home, they are asked to leave, politely but forcefully.
Orcs, kobolds and goblinoids, have earned an especially cold place in a centaur’s heart. Most centaurs would not even consider parleying with these races, and attack them on sight.
Equipment: Centaurs prefer to use greatclubs, heavy lances and mighty composite longbows. They also wear specialized centaur barding that is a combination of a standard suit of humanoid armour and standard barding. This costs four times what a Medium suit of normal armour costs, and it weighs twice as much.
Medium or heavy barding reduces a centaur’s speed to 35 ft. When wearing heavy barding, a centaur can only move triple its normal rate instead of quadruple when using the Run action. Removing or donning centaur barding takes five times as long as removing or donning normal humanoid armor.
Animals and Pets: Centaurs do not raise domestic animals for food or as beasts of burden. They are friendly with all sorts of woodland animals, but they generally do not keep pets.
Regions: The High Forest, The Plateau of Thay
Note: The Monster Manual and Races of the Wild changes the Natural Armour from +2 to +3. Also the Level Adjustment reduces from +3 to +2.
Source: Races of Faerûn (Page 132), Player’s Guide to Faerûn (Page 30), Monster Manual (Page 32)
Your character can be either male or female.
Every player character starts as an adult. You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table: Starting Ages). Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Starting Ages.
Alternatively, refer to Table: Starting Ages and roll dice to determine how old your character is.
| Adulthood | Intuitive1 | Self-Taught2 | Trained3 |
|---|---|---|---|
| 30 years | +2d6 (32—42) years | +4d6 (34—54) years | +6d6 (36—66) years |
1 This category includes barbarians, rogues and sorcerers.
2 This category includes bards, fighters, paladins and rangers.
3 This category includes clerics, druids, monks and wizards.
With age, a character’s physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.
| Middle Age1 | Old Age2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 75 years | 112 years | 150 years | +3d% years |
1 -1 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
2 -2 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
3 -3 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
When a character reaches venerable age, the DM secretly rolls his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year, as determined by the DM.
The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections or violence before getting to venerable age.
Choose your character’s height and weight from the ranges mentioned in the appropriate race description or from the ranges found on Table: Height and Weight. Think about what your character’s abilities might say about his or her height and weight. A weak but agile character may be thin. A strong and tough character may be tall or just heavy.
Alternatively, roll randomly for your character’s height and weight on Table: Height and Weight. The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| Male | 6’ 5" | +2d6 (6’ 7"—7’ 5") | 2,050 lbs. | ×4d6 (2,058—2,338 lbs.) |
| Female | 6’ 2" | +2d6 (6’ 4"—7’ 2") | 1,900 lbs. | ×4d6 (1,908—2,188 lbs.) |
Source: Races of the Wild (Page 106)