Charge. If the Ram 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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Sure-Footed. The Ram has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Worriless Wool. The Ram has a coat of wool that emits a faint magical signature. An unsheared Ram gains 1d6 damage reduction to bludgeoning, piercing, and slashing damage. If a creature fails a grapple check against the Ram, the Ram can move 10ft away from its attacker as a free disengage action.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
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