Charge. If the reindeer 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 (1d6) damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+2) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 2) bludgeoning damage.
Vomit (Recharge 5–6). The reindeer exhales vomit in a 10-foot line that is 5 feet wide. Each creature in that line must make a DC 10 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.
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