Amphibious. The ceanataur can breathe air and water.
Claws. Melee Weapon Attack: d20+4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 10 Constitution saving throw or lose 2 (1d4) hit points at the start of each of its turns due to a bloody wound. Each time the ceanataur hits the wounded target with this attack, the damage dealt by the wound increases by 2 (1d4). Any creature can take an action to stanch the wound with a successful DC 10 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Poison Spit. Ranged Weapon Attack. d20+4 to hit, reach 30/120 ft., one target. Hit: 5 (2d4) poison damage and the target must succeed on a DC 12 Constitution saving throw or be poisoned until cured. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scuttle. The ceanataur can moves up to its half speed in a straight line.
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