Trampling Charge.
If the armored tusk moves at least 20 feet straight toward a creature and then hits it with an armored tusk attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the armored tusk can make one attack with its hooves against it as a bonus action.
Armor Gap.
The armored tusk has a weakness in itsarmor on its rear. A creature can take advantage ofthis to bypass its defenses. Any attack roll madewith Advantage against it is an automatic critical hitif it meets or exceeds its AC.
Gore.
Melee Weapon Attack:
+7, reach 5 ft., onetarget.
Hit:
18 (2d12 + 5) slashing
Hooves.
Melee Weapon Attack:
+7, reach 5 ft., onetarget.
Hit:
16 (2d10 + 5) bludgeoning
Trampling Charge.
If the armored tusk moves at least 20 feet straight toward a creature and then hits it with an armored tusk attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the armored tusk can make one attack with its hooves against it as a bonus action.
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