Serrated Armor. At the start of each of its turns, the moorbounder deals 9 (2d8) piercing damage to any creature grappling it.
Standing Leap. The moorbounder’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.
Pack Tactics. The trained moorbounder has advantage on an attack roll against a creature if at least one of the moorbounder's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The moorbounder makes two attacks: one with its blades and one with its claws.
Blades. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 6) slashing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6 + 6) slashing damage.
Description
The creature weaponizes these blades, using them to slash nearby creatures to ribbons. Moorbounders are known to tamed and used as mount in times of war. Adorned with a light but sturdy set of thin metal armor as to not limit their agility and speed.
Moorbounders
One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels—and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts.
Natural Hunters. Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores.
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