Trampling Charge. If the Chlorophant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked Prone. If the target is Prone or is knocked Prone by this effect, the Chlorophant can make one stomp attack against it as a bonus action.
Nature's Vigor. When the Chlorophant starts its turn within 30 feet of a plant type creature, it gains the benefit of the Dash action and advantage on the first attack it makes before the end of its turn.
Additionally, if it ends its turn within 30 feet of a plant type creature, any damage it takes is reduced by 4 until the beginning of its next turn.
Multiattack. The Chlorophant makes one Gore attack and one Slam attack.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one Prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
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