Millitaur
Large Monstrosity, Neutral
Armor Class 14 (natural armor)
Hit Points 85 (10d10 + 30)
Speed walk +30, burrow +40
Challenge 3
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
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.
Source: Tome of Beasts 2023 · OGL/Open