Charge. If the beastman moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Reckless. At the start of its turn, the beastman can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Frightful Bellow. The beastman bellows a deep uncontrolled bleating sound. Each creature within 60 feet of the beastman that can hear him must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the target is immune to the beastman's frightful bellow for the next 24 hours.
Description
The savage children of cultists transformed by demonic rituals with the head and legs of a goat and body of a man. These humanoid monstrosities are the beasts of nightmares, overwhelmed by a primal lust for carnage, the herd descends from the high country at night, recklessly charging into battle with a low bleating bellow that strikes fear into the hearts of civilized creatures.
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