Team Attack The Baby Reindeers can attack together(max 7). They all roll separately and when hitting, it doesn't take the turn (of a reindeer who's turn it isn't is). If they miss they have to skip their next turn. They attack a certain target, but can make a second attack on creatures 5ft near the target. They will take half as much damage.
Ram Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Hooves Melee Weapon Attack: +2 to hit, reach 5 ft., one prone creature. Hit: 3 (1d6) bludgeoning damage.
Cry for Help One of the baby reindeers starts screaming, crying, and panicing, resulting in a chain reaction, since the other baby's start doing the same. Every creature near 30ft. needs to make a Wisdom saving throw (DC=14)or else be charmed and take 2d4 psychic damage. On a save you aren't charmed and take half as much damage.
After an entire round, the Mother will come. the Mother Reindeer will have the same stats as a normal reindeer, but has a +2 AC bonus and advantage on Wisdom and Charisma checks, saves and attacks.
Half of the Reindeer Babies will be put to sleep, putting them into a slumber until being woken. Creatures can't attack if they failed the Wisdom saving throw. Reindeer Babies can wake up if they get attacked. When the attack misses, they need to make a Dexterity Saving throw to see if they wake up.
Baby Bite When waking up, a baby reindeer can use their reaction, which will be a action. They can only use this reaction if they wake up after being put to sleep or after waking up from being unconscious.
Description
These cute baby reindeers come most of the time in groups of 10. You will see them flying, since they can't walk that good.
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