Large Fiend, Typically Neutral Evil
Armor Class 18 (natural armor)
Hit Points 94 (11d10 + 33)
Speed 65 ft., fly 50 ft. (hover)
STR
18 (+4)
DEX
20 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +7, CON +6, WIS +6
Skills Intimidation +5, Perception +6
Damage Resistances Cold, Lightning, Poison
Damage Immunities Fire
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Illumination. The diataur sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) Force damage.

Innate Spellcasting.. The diataur’s spellcasting ability is Wisdom (spell save DC 14). The diataur can innately cast the following spells, requiring no material components:

3/day each: command, detect magic

1/day: fireball

Actions

Multiattack. The diataur makes two attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) Slashing damage.

Firebolt. Ranged Spell Attack: +4 to hit, range 120/240 ft., one target. Hit: 14 (4d6) Fire damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) Bludgeoning damage and make a Strength saving throw (DC 14) or be knocked Prone.

Description

Possibly the result of a Cambion being welded to a Nightmare, a Diataur is like a centaur, but so, so much worse. These fiery equines are known to hurl fireballs first and ask questions never.

Razmus

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