Snow Camouflage. Bristle has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Charge. If Bristle moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If Bristle takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Trampling Charge. If Bristle moves at least 20 ft. straight toward a creature and then hits it with a tusk attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, then Bristle can make another attack with its Gore against it as a bonus action.
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Frost Aura (Recharge 5-6). Bristle Tusks become encased in ice and an frozen Aura emits around him he charges and any enemy in his frost aura 10 - foot range. Each creature in that area must make a DC 14 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one
Comments