Shaggy, proud horse-archers of the open steppe, nomadic centaurs live by strict clan custom, scorn outsiders, and rain arrows on foes from a gallop.
This sterner cousin of the forest centaur roams the steppe. Thick shaggy hair, usually dingy gray or chestnut, covers its whole body, torso included, against bitter winters. Both sexes wear long braids, though some males shave their scalps like neighboring human tribes, and a male's thin beard and mustache mark his coming of age.
They are armed at all times but sleep. The traditional kit is a shortbow with 100 arrows, a light lance, and a saber; up to 15 percent add small shields. Trained from childhood, they gain +1 to THAC0 with bows and can move their full rate and shoot without penalty.
They avoid stand-up fights that waste their speed and range, shooting and wheeling away whenever the enemy charges. Their other move is a howling charge the moment a foe is spotted: a foe who breaks is ridden down, one who wavers is smashed, and one who stands firm is left to arrow fire. Retreat when losing, or feigned flight into a trap, is honorable; fleeing before the fight is not.
Each centaur belongs to a clan within a tribe. Clans average 11 to 30 (1d20+10) centaurs, and 2 to 12 clans make up a tribe. Clans roam and hunt separately, joining briefly to raid or defend. The tribe mostly tracks bloodlines and acts as one only to grieve when a Learned One dies or to avenge a clan wiped out. Clan and tribe names precede the given name, as in Saruk e'Ombalig e'Taghan, 'Taghan of clan Ombalig of tribe Saruk.'
Females outnumber males two to one; only males hunt and raid, but females fight as well in defense. Each clan has 3 to 18 young, never over half its number, who are guarded fiercely but will kick and shoot if needed (1-3 damage, no archery bonus).
To outsiders they seem barbaric: they shun bathing, eat almost anything, spit mid-conversation, help themselves to guests' belongings, and demand gifts. They seldom take prisoners, killing the wounded, and punish theft, adultery, and murder with swift, cruel deaths. The sick are kept, but the strong get the best. Beneath this lies rigid etiquette. The clan head is always respected, though elders may use his nickname, and he divides each kill: himself first, then the hunter, then the rest by rank, so any change in that order reads as high honor or grave insult. Guests must follow custom; other centaurs are honored, and non-centaurs rank below them all.
Land belongs to everyone, but each clan treats a 10 to 20 mile radius around its current camp as its hunting range. Strangers are watched and left alone unless they drive off game or menace the camp; stronger ones prompt a move, weaker but hostile ones are destroyed. Camps are leather-covered lean-tos against snow, rain, and heat. They eat mostly meat, children drink mare's milk, and most goods come from raids, since they consider no race their equal and human merchants avoid them. Treasure is shared, and usable magic, especially weapons, goes to warriors.
Without loving nature, they manage it shrewdly: wells are tended, water is not wasted, camps move before game runs low, and nothing is killed for sport or left to rot.
This title honors great deeds, rare skill, and wisdom, and its holders often become leaders, counselors, or heroes. It cannot be claimed, only earned, usually after tutoring by an earlier Learned One. A Learned One stands above clan rivalries and is welcome in every camp. Humans, elves, spirit-blooded folk, animal shapechangers, and even a few dwarves and halflings have held it. A player character must first patiently win real friendship among the centaurs and then perform truly heroic service, ideally against hopeless odds. The title is stripped from anyone who abuses it.
More: Monsters starting with N · The Horde monsters · All monsters A-Z
Related: Centaur · Desert Centaur
| Climate/Terrain | Plains or steppe |
|---|---|
| Frequency | Rare |
| Organization | Tribal |
| Activity Cycle | Day |
| Diet | Omnivore |
| Intelligence | Average to very (8-12) |
| Treasure | Q (I,V) |
| Alignment | Neutral or Lawful Neutral |
| No. Appearing | 2-20 |
| Armor Class | 5 (3) |
| Movement | 24 |
| Hit Dice | 6 |
| THAC0 | 15 |
| No. of Attacks | 3 |
| Damage/Attack | 1-6/1-6 and weapon |
| Special Attacks | +1 with bow |
| Special Defenses | Nil |
| Magic Resistance | Nil |
| Size | L (8-9' tall) |
| Morale | Elite (13-14) |
| XP Value | 420 |