Special Trait Name.
- Stampede: A frightenedherd of cattle flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of medium size or smaller that gets in their way, dealing 6 points of damage for every five cattle in the herd (dexterity save DC 17 half).
- Trample: When a bull attempts to overrun an opponent. If the bull knocks the target down, it may immediately make two hoof attacks against him or her, gaining the standard +4 bonus to attack rolls against prone targets.
- Rage: When injured, a bull must make a constitution Save whose DC is equal to 10 plus the damage it took. If it fails, the bull flies into a rage. The bull gains phenomenal strength and durability, but becomes reckless and less able to defend itself. The bull temporarily gains +3 to hit and damage, +10 temporary hit points, and a +2 morale bonus to wisdom Saves, but suffers a -2 penalty to AC.
- Gore. Melee Weapon Attack: + 2 to hit, reach 5 ft., one target. Hit: 3 (1d4) piercing damage.
- Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6) bashing.
- Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6) bashing damage.
- Hind legs kick. Melee Weapon attack to hit, reach 5 ft., one target. Hit: 4 (1d6) bashing
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
.A Charger’s chassis very closely resembles that of a Strider or Broadhead. However its head resembles that of a bighorn sheep. Two large, forward-curving horns, similar to the horns of a bighorn ram, are located on its head. Both horns are equipped with a tool that resembles a chainsaw. An optical sensor array consisting of a sensor partially surrounded by four smaller sensors is located at the end of the snout. A single Blaze canister is located between the haunches. The chassis is composed mainly of synthetic muscle, with white armor plating partially covering the head, neck, shoulders, hips, forelegs and hind legs. Chargers are always found in herds busily grazing on grass, which they convert into Blaze. Charger herds are usually accompanied by patrolling watchers, longleaf and sawtooth. Chargers are more likely to attack rather than run. They can deal devastating damage if the player is at a low level.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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