Charge. If the charger 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 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The charger has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Blaze Canisters (1). If the charger takes fire damage, the blaze canister on its back explodes. Each creature within 10 feet of the charger must succeed on a DC 12 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a success. The charger automatically fails this save. After the canister explodes, the charger no longer has vulnerability to fire damage or a remaining canister.
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (3d6 + 4) piercing damage.
Description
Metallic, goat-like machines with forward-curving horns and armor-plated bodies. Always found in herds, and often guarded by watchers or sawtooths. Although they have a degree of skittishness, they are more prone to attacking threats to drive them away.
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