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.
Spiky Hide. At the start of each of its turns, the baloth deals 4 (2d4) piercing damage to any creature grappling it.
Pack Tactics. The baloth has advantage on an attack roll against a creature if at least one of the baloth's allies is within 5 feet of the creature and the ally isn't incapacitated.
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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