Wolftaur (5e Race)

From D&D Wiki

Jump to: navigation, search

Wolftaur[edit]

Physical Description[edit]

mob_doodle__6_canine_centaur_by_fluffywolfpaw-dar77sp.jpg
Artist's rendition of a wolftaur, by FluffyWolfPaw

Wolftaurs are half-human, half-wolf creatures much like centaurs in appearance save the bottom half part. They also act much more like their feral ancestors, rather than like centaurs, who are just plain rowdy. Wolftaurs have a human torso, head and arms, along with a canine lower body, ears, tail and claws. Like wolves, their bodies are muscular and lithe.

History[edit]

The origin of the wolftaurs is not very well known due to their rarity. Stories suggest that the Selûne, the moon goddess, was partial to her non-evil lycanthropes. However, her favor did not help them win against the companionship of man and their canine best friends. It is said that in a contest, the goddess' favored lost. Enraged, she cursed the victors as they were celebrating. Man and beast were fused together in a new form.

"Neither true man nor beast, now know the dilemma of the lycans!"

The mercurial goddess' curse made the wolftaurs, who were both human and beast. They could not return to civilization as they were and instead ran to the woods, where their feral instinct grew unbearable. They lived like animals for a time until every new moon, when the goddess' eye averts and her curse lightens and the wolftaur's minds temporarily clear. As humans, they were protectors. Now beasts, they are predators.

Society[edit]

Wolftaurs live in small packs of 10 to 20, led by the alpha, or strongest male. Each one has his or her duty to the pack, such as hunting or healing. These are their closest knit relations, as the pack is their family. However, like wolves, which have a sort of efficiency about them, if one of their own is ill and untreatable, they will murder the weak link so they are not slowed down. Such is the law of survival. While some say it is barbaric, others find beauty in such a group mindset, which is truly geared towards the good of the majority.

Interactions[edit]

They typically do not engage in acts other than hunting and survival. Sometimes they are sentient and sane enough to trade with traveling merchants for weapons in exchange for pelts from the game. Other times, they are so raving mad that they may actively seek victims, making them as feared as werewolves. Wolftaurs are known to be able to mate with both humans and wolves, though they prefer the latter. Since they often can cause a ruckus and be chased out of town, they are extremely wary of civilization and societies that may ostracize them.

Wolftaur Names[edit]

When a wolftaur matures the alpha will bestow a name on him or her usually relating to his or her passion. All wolftaur names are unisex.

Names: DayDreamer, TruthSeek, BloodBorn

Wolftaur Traits[edit]

Basically a centaur but with a lupine half.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Wolftaurs mature around the age of 3 but can live up approximately 200 years.
Alignment. Due to both savage and protective nature, wolftaurs often vary in alignment.
Size. Wolftaurs vary widely in height and build, from barely 6 feet to well over 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Bestial Nature. Your creature type is considered to be both beast and humanoid.
Claws. You are never unarmed. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Keen Senses. Your wild ancestry lets you keep your senses sharp. You are proficient in the Perception skill.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Peculiar Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your lupine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Languages. You can speak, read and write Common and Sylvan.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 0'' +2d12 300 lb. × (2d20) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: