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Powerful Build. The Bull is considered to be one size larger for the purpose of determining its carrying capacity.
Gore. The bull can run at an opponent within 15 feet of it and use its horns to deal piercing damage. Melee Attack: +2 to hit, reach 15 ft., 1 target. Hit: (1d6 + 2) piercing damage.
Kick. If an opponent is behind the Bull it may kick for bludgeoning damage. If the bull needs to turn to kick it takes disadvantage in its hit roll. Melee Attack: +2 to hit, Reach 5 ft., 1 target. Hit: (1d8+2) Bludgeoning damage.
Opportunity Attack
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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