Charge. If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Multiattack. This creature can attack twice on its turn.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8 + 5 bludgeoning damage.
Graze. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.
Enter the description for how bonus actions work for your monster here.
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
Many creatures were rendered sterile from tainted drinking water in post-apocalyptic America, but using them simply as food seemed shortsighted. Settlers started to train these regular farm cows for battle, awaiting the horrors of this new world.
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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