Charge. If the bearelk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the bearelk can make one bite attack against it as a bonus action.
Multiattack. The bearelk makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Stupefying Stare. The bearelk targets one creature it can see within 60 feet of it. If the target can see the bearelk, it must succeed on a DC 12 Wisdom saving throw or become stunned until the end of the bearelk's next turn. The target can repeat this saving throw if it takes damage or another creature takes an action to shake it out of its stupor.
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