Magic Resistance. The ram has advantage on saving throws against spells and other magical effects.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 3 (1d6) force damage. If the ram moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Force Bolt. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) force damage.
Absorbent Fleece (Recharge 6). Immediately after the ram succeeds on a saving throw against a spell or a spell's attack misses it, the ram can make one Force Bolt attack.
Description
He’s a war ram the size of a carriage, with the temperament of a shy librarian and the raw power of a siege weapon. He doesn’t say much (on account of being a ram), but when Peira gives the word, he becomes the most polite natural disaster you’ve ever seen.
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.