Charge. If the Anvilwrought Bull 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 10 (3d6); bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Spell Turning. The Anvilwrought Bull has advantage on saving throws against any spell that targets only it (not an area). If the Anvilwrought Bull's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the Anvilwrought Bull and instead targets the caster.
Multiattack. The Anvilwrought Bull makes two ram attacks.
Ram. Melee Weapon Attack: +7; to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4); bludgeoning damage.
Fire Breath (Recharge 3). The Anvilwrought Bull exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 fire damage on a failed save, or half as much damage on a successful one.
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