Ophidiotaur — fantasy monster illustration. Ophidiotaur is a large monstrosity (Challenge Rating 5).

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Ophidiotaur

Large Monstrosity, chaotic evil

AC
16
HP
95
Speed
50
CR
5

This creature could be mistaken for a large centaur if not for the black and green scales covering its body and its cobra-like head. Its hiss sounds like a hundred angry vipers, and the venom dripping from creature’s long fangs sizzles as it lands._
Born from Corruption. An ophidiotaur is created when a centaur is transformed via a foul ritual that combines its form with that of a venomous serpent. Most centaurs do not survive the process, but those that do can reproduce naturally, potentially creating even more of these serpentine monstrosities.
Servants of Serpents. Ophidiotaurs serve evil nagas, Open Game License


Armor Class 16 (natural armor)

Hit Points 95 (10d10+40)

Speed 50 ft., swim 30 ft.


STR
19 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
16 (+3)
CHA
14 (+2)

Saving Throws Wis +5

Skills Stealth +7, Athletics +7, Perception +6

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 90 ft., passive Perception 16

Languages Common, Draconic, Void Speech

Challenge 5


Traits

Charge. If the ophidiotaur moves at least 30 feet straight toward a target and then hits it with a poisoned glaive attack on the same turn, the target takes an extra 5 (1d10) slashing damage.

Magic Resistance. The ophidiotaur has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The ophidiotaur makes two attacks: one with its bite and one with its glaive.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Poisoned Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 3 (1d6) poison damage.

Call Serpents (1/Day). The ophidiotaur magically calls 1d6 poisonous snakes or flying snakes (ophidiotaur's choice). The called creatures arrive in 1d4 rounds, acting as allies of the ophidiotaur and obeying its spoken commands. The snakes remain for 1 hour, until the ophidiotaur dies, or until the ophidiotaur dismisses them as a bonus action.

Community Images

Ophidiotaur — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022