Trampling Charge. If the camel moves at least 20 feet straight toward a creature and then hits it with a Kick 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 camel can make another Kick attack against it as a bonus action.
Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Camel Spit: As an action a camel can dredge up a foul frothy wad of effluvium from the depths of its ill-begotten gut, spitting it at all creatures in a single 5’ square within 15’. All within that square must make a DC 10 Dexterity save to avoid being splattered with the sticky goo. Affected creatures suffer Disadvantage to their first attack role in the next round as they are overwhelmed with disgust.
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