Mutiattack: The Jockey makes up to three attacks, one with its hooves and two with its tendrils.
Hoof Charge Melee Weapon Attack: + 2 to hit, reach 10 ft., 1 target. Hit: 13(2d6 + 2) Bludgeoning damage.
Tendril Slap Melee Weapon Attack: +2 to hit, range 20 ft., 1 target. Hit: # (2d4 + 2) Bludgeoning damage.
Ensnare When attacking with one of its tendrils, the Jockey can also try to envelop its target, forcing that creature to succeed on a DC 14 strength saving throw or become grappled.
Description
This piece of animated, blood-red slime has been shaped into the form of a stallion and its rider, with no solid features. The rider's arms stretch out into massive tendrils that it uses to ensnare and attack its targets. Designed by some mysterious force, the Crimson Jockey is must faster than other creatures of the ooze variety. These creatures are commanded to wander the plains and bring whatever travelers they can find back to their master.
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