Charge. If the Battling Ram 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.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Plough. If the Battling Ram moves at least 30 feet straight toward a target it can be ordered to do the plough as a bonus action. It will lower its head and charge trough the target(s) and use its antlers to push anything in its way to either side or over the Ram. If the target is a creature it must succeed on a DC 15 Strength check or a DC 13 Dexterity saving throw, or be knocked prone. This action continues until the Battling ram is ordered to stop or is stopped by a successful Strength check made by a target. If this ability is used, the rider cannot take the attack action on the same turn.
Bred For Battle. The Battling Ram has advantage against being frightened
Leap. If the Battling Ram moves at least 20 feet in a straight line, it can make a vertical leap of 10 and a horizontal leap of 20 feet (at the same time).
Maxed Out Speed. If the Battling Ram takes the Dash action, it only gets 30 additional feet of movement.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) bludgeoning damage.
Description
Battling Rams are giant goats, bred by dwarfs for combat. They are stronger than their wild counterparts. The dwarfs have invented a special kind of plate armor for the Rams, which does not restrict their movement. The Battling Rams can be used as steeds for any humanoid creature with a size of medium or lower. To control the Battling Ram, the rider must know at least the following commands in dwarfish: run, charge, left, right, plough, leap and stop.
Previous Versions
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1/4/2019 7:04:51 PM
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12
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5/21/2020 3:50:25 PM
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381
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22
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4/4/2021 5:04:16 PM
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392
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8
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Coming Soon
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