Millitaur

Large Monstrosity, Neutral

Armor Class 14 (natural armor)

Hit Points 85 (10d10 + 30)

Speed walk +30, burrow +40

Challenge 3

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

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