Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Teleport (recharge 4-6). The horse magically teleports along with any equipment it carries or wears up to 60 feet to an unoccupied space it can see. Before or after teleporting, the horse can make a Hooves attack (the teleport's movement counts for the purpose of the Trampling Charge ability).
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