Fey Ancestry. The gruff has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Charge. If the gruff moves at least 15 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed back 15 feet and knocked prone.
Multiattack. The gruff makes three melee attacks: two with its Claws and one with its Hoof attack.
Claw. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Hoof. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the gruff can make another attack with its hoof against it as a bonus action.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.
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