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5ead/monsters/md/tome_of_beasts_2023/millitaur-tob1-2023.md
2025-06-07 07:58:30 -05:00

1.6 KiB

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.