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Horned Tauric


AC 13

HP 45 (6d10 + 12; bloodied 22)

Speed 50 ft.

Proficiency +2; Maneuver DC 13

Skills Nature +5, Perception +5 (+1d4), Survival +5

Senses passive Perception 17

Languages Common, Elvish, Sylvan


Multiattack. The tauric attacks with its horns and its hooves.

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 10 (2d6 + 3) damage if the tauric moved at least 30 feet towards the target before the attack.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. If this attack deals damage, the tauric’s movement doesn’t provoke opportunity attacks from the target for the rest of the tauric’s turn.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Deadeye Shot (1/Day). The centaur makes a shortbow attack with advantage .


Taurics open combat by firing a Deadeye Shot. If their enemies have weak ranged options, the centaurs continue to use their shortbows from a distance. Otherwise, they gallop into battle, attack with their horns and hooves, and gallop out again. They try to avoid ending their turn next to a foe. They retreat if half their number fall.


Caestra, Cimix, Elflock, Iris, Kratalos, Swiftbranch


Some centaur tribes resemble quadrupeds other than horses. These centaur variants are called taurics.

Tribes of elktaurs wander the tundra. Goat-taurs skip nimbly over mountainsides. Elfin deertaurs race through faerie forests. These taurics bear horns or antlers on their heads.


1 Reading an omen by observing the sky or casting bones

2 Gathering herbs and fruit; have potions and herbs to sell

3 Recently attacked by human raiders; may mistake you for the raiders

4 Pretend to be friendly and try to lead you into a trap or ambush

5 Attack on sight

6 Engaging in races and archery contests; outsiders are welcome to compete

7 Hunting

8 Being preyed upon by a foe they can’t defeat


1–2 Hoofprints

3 Distant sound of galloping hooves

4 An arrow stuck in the ground or a tree

5 DC 14 Perception check: a small sign or glyph carved 7 feet up on a tree or rock

6 DC 16 Perception check: a long strand of hair caught on a thorn bush


Centaurs range across open plains or protect hidden fey forests.

CR 0–2 Centaur , Horned Tauric

Treasure healing herbs which act as 2 potions of healing

CR 5–10 3 to 5 centaurs or horned taurics

Treasure healing herbs which act as a potion of greater healing , bracers of archery

Monster Type Description

Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger. Sprites and pixies are fey.