# Millitaur *Large* *Monstrosity* *Neutral* - **Armor Class:** 14 (natural armor) - **Hit Points:** 85 (10d10 + 30) - **Speed:** walk 30 ft. burrow 40 ft. - **Challenge Rating:** 3 (700 XP) - **Source:** Tome of Beasts 2023, page 267 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 17 (+3) | 14 (+2) | 16 (+3) | 8 (-1) | 16 (+3) | 10 (+0) | - **Skills:** Acrobatics +4 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** poison, slashing - **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.