Trampling Charge. If the baloth moves at least 25 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the baloth can make one stomp attack against it as a bonus action.
Standing Leap. The baloth's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Multiattack. The baloth makes two melee attacks.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d6+6) piercing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d6+6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (5d4+6) slashing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone target. Hit: 19 (3d6+6) bludgeoning damage.
Description
Baloths are perhaps the most distinctive of Zendikar’s beasts. They are muscular, omnivorous hunters covered in horns, spines, and plates of various shapes. Baloth herds occasionally stampede across the Onduan plains—and do so more frequently since the rise of the Eldrazi, as if sharing in Zendikar’s anger.
(Credit: user The_Hidden)
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