Large Beast, Lawful Good
Armor Class 11 Natural Armor
Hit Points 23 (3d10 + 3)
Speed 60 ft.
STR
18 (+4)
DEX
12 (+1)
CON
13 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +11
Senses Passive Perception 23
Languages Telepathic with Tim (1 mile), also understands common.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Evasion when mounted.

 

Actions

Trampling Charge. If the madman moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 1 (2d6 + 4) [bludgeoning] damage. 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Enter a general description for your monster here.

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.

makesomenoi2e

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