Trampling Charge. If the mare moves at least 20 feet straight toward a creature and then hits it with an 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 mare can make another attack with its hooves against it as a bonus action.
Siege Monster. The Blademane Mare deals double damage to objects and structures.
Barreling Movement. The Blademane mare can move across difficult terrain without being affected by it, and any spell effect that would slow its movement it is immune to.
Multi-attack. The blademane mare makes three attacks one with its bladed mane, one with its hooves, and another with its bulwark slam.
Hooves. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage.
Bladed Mane. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage.
Bulkwark Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10+5) piercing damage.
Description
The Blademane Mare is an equine at the pinnacle of war, these six-legged war-horses are larger than most of their smaller brethren, some believe giants, others from the battlefields of Ysgard raise these mounts, some even believe gods of warriors bless these creatures, and those warriors who can manage to tame them will become the greatest warriors of their time. Whatever the case these massive beasts have sharpened bladed manes and tails, blackish-grey bodies whose natural armor is almost as good as most armor. these beasts also have six strong legs that support their massive frames and a spiked collarbone to help them breach strong barricades.
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