Charge. If the spikebeast 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 10 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Spiky Hide. At the start of each of its turns, the spikebeast deals 2.5 (1d4+1) piercing damage to any creature grappling it.
Tusks. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) piercing damage.
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) bludgeoning damage.
Spiked Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (2d4+4) bludgeoning damage plus 10 (2d6+4) piercing damage.
Dirty Boulder (Recharge 4-6). RangedWeapon Attack: +7 to hit, range 10/55 ft., 1 target. Hit: 17 (3d6+4) bludgeoning damage and, if the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
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