Large Beast
Armor Class 18
Hit Points 60 (3d20)
Speed 50 ft.
STR
18 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Condition Immunities Poisoned
Senses Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Herd Immunity. Cannot be poisoned. Immune to disease.

Stubborn Will. Cannot be frightened.

Actions

Action Name. Enter the description for your action.

Headbutt. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. 2d6 + 4 bludgeoning damage. 

Goring Horns. RangedWeapon Attack: +8 to hit, range 5 ft., 1 target. 2d8 + 2 piercing damage.

Bonus Actions

Regroup. As a bonus action, the buffalo, if a distance from it's herd, rider, summoner, etc. may return to the group. 

Reactions

Defense Mechanism. Any sneak attack or flanking attack by an opponent causes the buffalo to kick out with its back legs, causing 2d4 bludgeoning damage to the attacker.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Buffalo

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.

bandit13167