Multiattack. The bewildebeest attacks twice, once with horns and once with its kick.
Herd Immunity. When in 20ft of an ally, the bewildebeest has a +1 to AC.
Confusing Cry. Once per turn, the bewildebeest can let out a bellow that has a disorienting effect on its opponents. Each opponent must roll a DC 17 Wisdom saving throw or be confused for its next turn. A confused opponent will do one of three things decided by a d12: 1-4 - the confused creature will attack an ally, 5-8 - the confused creature will move its movement speed in a random direction, 9-12 - the confused creature will miss its turn. The bewildebeest rolls a d6 and on a 5/6, their bellow recharges.
Horn Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 2) piercing damage.
Gore. When it knocks down an opponent using its horns, it can choose to kick another opponent, or gore the knocked down opponent, causing a failed death saving throw.
Kick. Melee Weapon Attack: +3 to hit, range 5 ft., 1 target. Hit: 6 (1d6 + 2) bludgeoning damage.
Description
A medium beast about 8ft long and 5ft tall at the shoulder. They roam the plains in herds, grazing on the long grasses. They are strong and bulky enough to defend their herds from the majority of large predators, but when isolated, they can be fairly easy to pick off. Their main predators are Rocs and Drakes, although Orcs have been known to hunt them for a feast. Centaurs have also known to keep them as cattle, although this is rare as they are much more troublesome to keep than bison.
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