Charge. If the Ibex moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The Ibex has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Crystal Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 4) Piercing damage. On hit, crystals are left in the target, the next successful hit on the target shatters them, causing 1d10 Radiant damage to those in a 10 ft. radius (which the Crystal Ibex is immune to). If the crystals are left unshattered, they will slowly heal the target for 1d4 +2 every turn until shattered (to a max of 10).
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