Trampling Charge. If the horse moves at least 20 feet 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., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Description
Spell resistance = HD + 5 (max 25)
Once a day normal melee attack to deal extra damage = to HD (max +20) against an evil foe.
Damage reduction: Wounds heal immediately or bounce off, opponent knows it is ineffective, normal damage from energy attacks, spells, spell-like abilities and supernatural abilities. Any weapon with +1 or more magical enhancement overcomes damage reduction.
Magic resistance (advantage on saving throws against spells to magical effects) = HD + 5 (max 25)
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