Trampling Charge. If the Clockwork Bull moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target takes an additional 10 (3d6) piercing damage and must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the bull can make one attack with its hooves against it as a bonus action.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Noxious Breath (Recharge 5-6). The bull exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
Vent. The bull opens up ports and vents out a cloud of steam that heavily obscures a 20 ft radius sphere centered on the bull and lasts for a minute, or until this feature is used again. When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a DC 15 Constitution saving throw. The creature takes 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Using this feature causes the bull to endure a point of exhaustion.
Comments