Large Beast, Unaligned
Armor Class 14 Natural Armor
Hit Points 19 (3d10 + 3)
Speed 45 ft., Swim 35 ft.
STR
16 (+3)
DEX
13 (+1)
CON
12 (+1)
INT
7 (-2)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws STR +5, DEX +3
Skills Athletics +2, Perception +1
Senses Unknown Movement sight - The Amphail Charger horse has sight that is geared towards detecting movement. It can detect any movement within a radius of 35 feet in front of it and on its right and left side. It cannot see anything beside or behind its haunches. , Passive Perception 14
Languages Horse - The Amphail Charger Horse can communicate with most other breeds of horses through a series of snorts, whinnies, neighs, and body language. It also understands frequently used words in common but cannot speak it.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Keen Sense of Hearing & Smell. The Amphail Charger Horse has advantage on Wisdom (perception) checks that rely on hearing & smell.

Sure-footed.  The Amphail Charger Horse has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Combat Training. The Amphail Charger Horse has been given extensive training for combat. As a result, it has advantage on saving throws against being frightened

Short Distance Charge. If the Amphail Charger Horsecharges toward a target in a straight line for 10 feet, and successfully attacks with its Shoulder check on the same turn, the target takes an additional 1d4 bludgeoning damage. If the target is a creature, it must succeed on a DC12 Dexterity saving throw or be knocked prone 

Long Distance Charge. If the Amphail Charger Horse charges toward a target in a straight line for 20 feet, and successfully attacks with its Shoulder check on the same turn, the target takes an additional 1d6 bludgeoning damage. If the target is a creature, it must succeed on a DC13 Dexterity saving throw or be knocked prone 

Actions

Shoulder check. Melee weapon attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. The Amphail Charger Horse turns its head and takes note of its opponent's position. It then rushed towards its opponent at full speed and attempts to crash into them with one shoulder. 

Ornery Chomp. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4+3) bludgeoning damage. The Amphail Charger Horse writhes back its lips and then tries to chomp down on their opponent with their blunt teeth. 

Sharp Front Hooves: Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 3 (1d6 + 1) slashing damage. The Amphail Charger Horse partially rears up on their hind hooves and lashes out at their opponent with their sharp front hooves. 

Devastating Double kick: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4+2) bludgeoning damage. The Amphail Charger Horse shifts its hindquarters around until its back legs are facing its opponent. It then shifts its weight onto both front hooves and lashes it out at its opponent by kicking out with both back hooves.

If the attack is successful, roll a 1d6 to determine where their opponent has been struck. The opponent will take bludgeoning damage as listed above, and suffer additional effects on top of that if specified; according to where they were struck. 

  1. Head - If the opponent is struck in the head, they are knocked unconscious and remain that way for their next two turns. 
  2. Arms - If the opponent they struck is holding a weapon, their opponent is successfully disarmed and drops their weapon. 
  3. Shoulders - Standard damage as listed above. No special effects. 
  4. Chest area - Their opponent has the wind knocked out of them and they are stunned for one turn. 
  5. Stomach - Standard damage as listed above. No special effects.
  6. Legs - If the opponent is kicked in the legs, they are knocked prone for one turn. 

Kicked Airborne Debris. Ranged Attack: +7 to hit, range 10 ft., one target. The Amphail charger horse kicks out both back legs into and sends ground debris flying at any opponent directly behind it. If there is no ground debris available the attack automatically fails and does no damage. 

Roll a 1d6 to determine the severity of the damage the debris does.

(1-2) Small Debris - Hit: 4 (1d6+1) bludgeoning damage. (3-4) Moderate Debris -  Hit: 5 (1d8+1) bludgeoning damage. (5-6) Large Debris - Hit: 6 (1d8+2) bludgeoning damage. 

Reactions

Kicking Parry.  In response to an imminent melee attack, the Amphail Charger horse can lash out with its front hooves at the source of the incoming attack, whether it be a material weapon or a biological weapon such as claws. As a result of doing so, any damage it takes is reduced by half. It can use this reaction up to three times per long rest. 

Description

English description text that will hopefully flag this as reasonable

Habitat: GrasslandHill

Keava

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