Charge. If the bull moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage, and the DC to avoid being thrown becomes 24.
Divine Punisher. The Bull of Heaven cannot be frightened.
Multiattack. The bull makes two attacks: one with its horns and one with its hooves.
Gore. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be thrown 30 feet directly backwards.
Stomp. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained. The bull may still use its hooves, but it cannot move and its hooves do not provoke the grappled or restrained conditions.
Fearsome Breath (Recharge 5–6). The bull exhales divine flame in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (15d6) radiant damage on a failed save, or half as much damage on a successful one.
The bull can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bull regains spent legendary actions at the start of its turn.
Attack. The bull makes one stomp or gore attack.
Crush. The bull deals an extra 19 (3d6 + 9) to one creature that is currently grappled by it.
Move. The bull moves up to half its movement speed.
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