One-Eyed Centaur
One-Eyed Centaur — The Encounter
Single-eyed brute of the desert roads, mace and madness · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is One-Eyed Centaur
Travellers who keep the old caravan roads speak in low voices of the one-eyed thing that haunts the dry wadis between the cities. It was a man once, they say, or near enough to one, cursed for some greed in the bazaar to wear the body of a beast and a single weeping eye that sees almost nothing. What it lost in sight it gained in the earth itself: it feels every footfall through the soles of its great hooves, and no veil of dark or storm will hide a man who walks upon the sand. It carries no treasure, hoards no gold, asks no toll. It only listens for the tremble of the road, charges, and brings the iron down. Old women warn children to walk softly past the broken places where the rocks heave up, and to never, ever run.
Run One-Eyed Centaur in Sixty Seconds
- Hold then charge. Don't shuffle it forward; wait until a target is 30+ ft. away in a straight line, then Charge for the extra 2d8 and a DC 16 prone knockdown.
- It is blind, not blind-helpless. It cannot be blinded and ignores magical darkness, fog, and invisibility on the ground — but it has disadvantage against anything flying or off the ground. Telegraph this so players feel clever for taking to the air.
- Kill-priority: whoever stays still. It hunts by tremor, so it fixates on grounded, stationary melee. A PC who keeps moving and breaks line is a hard target for it.
- When bloodied (63 HP), it goes berserk. Have it ignore self-preservation, Charge every round, and Trample anything that drops near it — pure forward pressure.
- Three ways to run it. Lone road-ambush brute; the muscle paired with a desert sorcerer or roc it can't reach; or a pair of them flanking a chokepoint to bounce prone PCs between Trample reactions.
One-Eyed Centaur
Large monstrosity, chaotic evil
CR 6 · 2,300 XP · GUIDELINECharge. If the centaur moves at least 30 ft. straight toward a target and then hits it with a mace attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Blind Sense of the Roads. Signature. The brute's single eye is clouded and near-useless; it hunts by the tremor of feet on sand and stone. It cannot be blinded, ignores the effects of magical darkness and fog on its own attacks, but has disadvantage on attacks against any creature that is not touching the ground (flying, levitating, or climbing a sheer wall).
Actions
Multiattack. The centaur makes two attacks: one with its Spiked Mace and one with its Hooves.
Spiked Mace. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Bonus Actions & Reactions
Trample (Reaction). When a creature within 5 ft. of the centaur falls prone, the centaur can make one Hooves attack against it as a reaction.
A towering brute, the height of two men, with the corded torso of a desert giant fused to a shaggy four-legged beast and a single clouded eye fixed in a roaring brow. It drags a mace of bound iron spikes and answers the tremor of travellers' feet long before it ever sees them.
One-Eyed Centaur, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Sense (signature). The dusthound has advantage on Wisdom (Perception) checks that rely on smell, and on attack rolls against any creature it can smell that is within 5 ft. of one of its allies.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage, and the target must succeed on a DC 13 Strength save or be knocked prone.
Reactions
Cut the Heels. When an enemy within 5 ft. tries to move away, the dusthound makes one Bite attack against it.
A lean, sand-colored hunting beast that pads at the brute's heels, flushing prey into the open where the mace can find them.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by charging the loudest, heaviest-armored target to knock it prone, then Trample it on the ground. Kill-priority is whoever stays still; it has disadvantage on anything flying. Run it as a road-ambush brute that smashes one PC then has to turn around slowly.
Open with a 30-ft. Charge for the prone knockdown, then Multiattack the prone target and Trample anyone else who drops. It cannot be blinded and ignores darkness/fog, so don't waste those on it. Kill-priority is grounded melee; pair it with a flying or spellcasting flagship boss it can't reach, so the party must split fire.
Lead by smashing through cover into the cluster, Charge-knockdown the front-liner, then Multiattack plus Trample reactions to keep bodies on the floor. It still whiffs against fliers, so the party will try to leave the ground; herd them into a canyon. Use it as the muscle add-on beside a larger desert tyrant, not the brain of the fight.
Put One-Eyed Centaur on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is One-Eyed Centaur?
Its home tier is CR 6 (2,300 XP), built for a party of levels 5-10: AC 15, 126 HP, +8 to hit, DC 16 saves. The block also scales down to CR 2 (levels 1-4) and up to CR 11 (levels 11-15) using the same traits with shifted numbers.
Can One-Eyed Centaur be a companion or ally?
Not really as a player ally — it is a cursed, near-mindless brute (INT 7) that hunts by tremor and answers to no one. If you must, treat a tamed one as a guard beast. For a fightable ally-style threat, use the bound Dusthound companion instead.
Is it a true centaur, and is any of this proprietary?
No. It is a folkloric one-eyed brute of the Arabian-Nights tradition — public-domain world mythology — statted here as a generic SRD Large monstrosity. No proprietary creature, place, or cosmology is referenced; it is entirely SRD-safe.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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