Amphibious. The ceanataur can breathe air and water.
Claws. Melee Weapon Attack: +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. +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.
Description
Similar in appearance to the hermitaur with sharper claws, leg stubs and a higher-edge shell. The shell on its back was actually grown by the ceanataur itself. Only when it grows much larger into a shogun ceanataur will it replace its shell with a larger monster skull, like a gravios skull.
It is able to spit a small ball of poisonous fluid at foes. Sometimes, a ceanataur may wait beneath the ground for prey or a hunter to pass, jumping out of the ground and striking them when they walk over. A ceanataur that's burrowed underground can be spotted by the puffs of dust that it regularly spits out.
Ceanataur are very aggressive towards anything that threatens. They are well-known for chasing adventurers down in order to attack them. While young, ceanataur are quite low in the food chain. They are known to feed on smaller species and anything else they can get their claws on. Ceanataur will even attempt to feed humans.
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