Millitaur
Large Monstrosity Neutral
- Armor Class: 14 (natural armor)
- Hit Points: 85 (10d10 + 30)
- Speed: walk 30 ft. burrow 40 ft.
- Challenge Rating: 3 (700 XP)
- Source: Tome of Beasts 2023, page 267
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 17 (+3) |
14 (+2) |
16 (+3) |
8 (-1) |
16 (+3) |
10 (+0) |
- Skills: Acrobatics +4
- Damage Vulnerabilities: False
- Damage Immunities: False
- Damage Resistances: poison, slashing
- Condition Immunities: prone
- Senses: darkvision 60 ft., tremorsense 30 ft., passive Perception 13
- Languages: Common, Millitaur
Actions
- Multiattack: The millitaur makes two Handaxe attacks.
- Handaxe: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) poison damage.
- Poisonous Flask (Recharge 5-6): The millitaur hastily combines alchemical substances into a poisonous concoction and throws it at a point the millitaur can see within 30 feet. Each creature within 15 feet of that point must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
- Healing Tonic (2/Day): The millitaur administers a healing tonic to a willing creature within 5 feet of it. The target magically regains 7 (2d6) hp and is freed from any disease or poison.
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