Sure-Footed. The iron horse has advantage on Strength saving throws made against effects that would knock it prone.
Immutable Form. The construct is immune to any spell or effect that would alter its form.
Magic Resistance. The construct has advantage on saving throws against spells and other magical effects.
False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue.
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a Constitution saving throw against the caster's spell save DC or become motionless for 1 minute.
Multiattack. The iron horse may make 2 attacks on each turn. Attacks may be two of the same attack, except for trampling charge.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Target takes (2d8) bludgeoning damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target, (1d8+4) piercing damage.
Trampling Charge. The iron horse may charge at a creature that is at least 20 feet away. That target must succeed on a DEX saving throw of 15 or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Crushing Hooves. Melee Weapon Attack against a prone target: +7 to hit, reach 5 ft., one target. Target takes 11 (2d8+2) bludgeoning damage.
Wild bucking. If a creature jumps onto the iron horse's back, it will immediately start bucking wildly regardless of whose turn it is. The creature must make a STR or DEX saving throw of 15 to stay on. If the creature fails, it will be thrown off and receive (1d8) fall damage as well as being knocked prone.
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