Charge. If Craghorn moves at least 20 feet straight toward a target and then hits it with a Gore on the same turn, the target takes an extra 7 (2d6). If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Herd Tactics. The Craghorn has advantage on an attack roll against a creature if at least one of the behemoth's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sure-footed. The Craghorn has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 9 (1d10 + 4) piercing damage.
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Description
Craghorns are imposing creatures that roam the vast plains and wildlands in thundering herds of up to fifty individuals. Their bodies are a powerful blend of bovine might; they possess the shaggy, muscled forequarters and hump of a bison, but with the distinctive, sweeping horns similar to longhorn cattle, often spanning an impressive ten feet from tip to tip, but notably having a almost rocky like texture to them. Their hides range in color from deep russet to charcoal grey, and their eyes, though seemingly placid at rest, can blaze with fierce determination when their herd is threatened. The ground trembles beneath their collective hooves when they run, and their deep bellows can carry for miles across the open land. While generally peaceful grazers, they are fiercely protective of their young and will not hesitate to charge any perceived threat.
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