Running Leap. With a 10-foot running start, the cheeraffe can long jump up to 30 feet.
Multiattack. The cheeraffe makes one Bite attack and one Kick attack.
Bite. Melee Weapon Attack: +7, reach 15 ft. Hit: 22 (4d8 + 4) piercing damage, and the target is grappled (escape DC 15). If the target is a Medium or smaller creature, the cheeraffe can, as part of this attack, immediately end the grapple and throw the target up to 10 feet in a direction of its choice.
Kick. Melee Weapon Attack: +7, reach 10 ft. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is knocked prone. If the target is already prone, it is instead incapacitated until the end of its next turn.
Sprint. The cheeraffe moves up to its speed in a straight line.
Tail. Trigger: The cheeraffe is hit by an attack from a creature within 15 feet of it. Response - Dexterity Saving Throw: DC 14, the attacker. Failure: 7 (1d6 + 4) bludgeoning damage.
Description
Built for speed and reach, the cheeraffe thunders across open plains, striking from impossible angles with its snapping jaws and whipping neck. Once it sets its sights on prey, outrunning it is rarely an option.
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