Millitaur
Large Monstrosity, Neutral
False
Armor Class 14 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 30 ft., burrow 40 ft.
- STR
- 17 (+3)
- DEX
- 14 (+2)
- CON
- 16 (+3)
- INT
- 8 (-1)
- WIS
- 16 (+3)
- CHA
- 10 (+0)
Skills Acrobatics +4
Damage Vulnerabilities False
Damage Resistances poison, slashing
Damage Immunities False
Condition Immunities prone
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13
Languages Common, Millitaur
Challenge 3
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.






