Charge. If the Chort 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 4 (1d8) bludgeoning damage per 10 feet travelled in a straight line. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
Sure-Footed. The Chort has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Regeneration. The Chort regains 10 hit points at the beginning of its turn. This trait does not function if the Chort suffered fire damage during the last round.
Relentless. When the Chort is reduced to 0 hit points, it makes a Constitution saving throw at the beginning of its next turn, with the DC equal to half the damage received after being reduced to 0 hit points. On a success, the Chort regains 1 hit point and has advantage on its next attack roll.
Multiattack. The Chort may makes two claw attacks and a bite attack. It may replace a bite attack with a ram attack.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10+ 6) piercing damage.
Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Wrathful. If the Chort Succeed on a Wisdom Saving throw against a Spell, it can use its reaction to move up to 40 feet towards the creature that cast the spell, making a Ram attack if it is within range.
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