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Millitaur

Large · Monstrosity · CR 3 · Neutral

Armor Class
14 (natural armor)
Hit Points and Hit Dice
85 (10d10 + 30)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
17
+3
DEX
14
+2
CON
16
+3
INT
8
-1
WIS
16
+3
CHA
10
+0

Overview

Category Monsters
Size Large
Type Monstrosity
Alignment Neutral
XP 700
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Burrow 40 ft (12.2 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Tremorsense 30 ft (9.1 m)
Passive Perception 13

Skills

Acrobatics +4

Languages

Common, Millitaur

Resistances & Immunities

Damage Resistances
poison, slashing
Condition Immunities
prone

Actions

Handaxe

+5 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 plus 1d6 poison damage.

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.

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.

Multiattack

The millitaur makes two Handaxe attacks.

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.

About Millitaur

Millitaur is a large monstrosity with a Challenge Rating of 3. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 85 hit points (derived from 10d10 + 30).

Millitaur has communication capabilities including Common, Millitaur. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Millitaur

1 tips available

When using Millitaur in your D&D 5e campaign, consider these tactical approaches:

  • Burrowing Tactics: This creature can burrow at 40 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.

Player Guide: Facing Millitaur

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Burrowing Defense: This creature can burrow at 40 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Millitaur?
Millitaur has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Millitaur?
Millitaur is a Large Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Millitaur speak?
Millitaur can communicate in Common, Millitaur.

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