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Millitaur 2014

CR 3 monstrosity

Large monstrosity, Neutral


Armor Class
14 (natural armor)
Hit Points
85 (10d10 + 30)
Speed
30 ft., burrow 40 ft.

STR17 (+3)
DEX14 (+2)
CON16 (+3)
INT8 (-1)
WIS16 (+3)
CHA10 (+0)

Saving Throws
Skills
Acrobatics +4
Resistances
poison, slashing
Condition Immunities
prone
Senses
darkvision 60 ft., tremorsense 30 ft., passive Perception 13
Languages
Common, Millitaur
Challenge
3 (700 XP) · Proficiency Bonus +2

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.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details