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
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.
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