Abilities:
You can hear all moving creatures within 30 feet. If the creature is breathing, you can hear it even if it is not moving. You can not detect silent creatures in this way.
Attribute improvement: This ability sets your PER score to a minimum of 2.
On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
Attribute improvement: This ability sets your INT score to a minimum of -2.
Harsh conditions or long exertions do not easily tire you. You have advantage on all saves or checks made to against exhaustion, running out of breath, starvation, thirst, heat, and cold.
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
You cannot use items in your hands.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Attribute improvement: This ability sets your MOV score to a minimum of 3.
If you use Trample on a creature at least one size category smaller than you, add 1d6 damage to its standard damage.
On critical hit: Deal critical damage. On hit: Deal standard damage.
You can hear all moving creatures within 30 feet. If the creature is breathing, you can hear it even if it is not moving. You can not detect silent creatures in this way.
Attribute improvement: This ability sets your PER score to a minimum of 2.
Trigger: Moving at least 10 feet in a straight line towards the target and becoming adjacent to them.
Note: A target moving due to Battle Charge can still provoke reactions like Opportunity Attack.
Note: This ability can trigger in the middle of moving. You could approach an enemy, trigger this ability, take an Opportunity Attack against them, keep moving towards them, and trigger this ability again.
On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
Attribute improvement: This ability sets your INT score to a minimum of -2.
Harsh conditions or long exertions do not easily tire you. You have advantage on all saves or checks made to against exhaustion, running out of breath, starvation, thirst, heat, and cold.
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Note: Armor piercing weapons must still be wielded in two hands to be AV0.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
You cannot use items in your hands.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Attribute improvement: This ability sets your MOV score to a minimum of 3.
Trigger: Moving at least 10 feet in a straight line towards the target and becoming adjacent to them.
If you use Trample on a creature at least one size category smaller than you, add 1d6 damage to its standard damage.
On critical hit: Deal critical damage. On hit: Deal standard damage.
Body Parts:
Hoofs gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Hoof | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Small | Body parts |
Jaws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d4Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Jaw | 1d4 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Biting, Weapon | Body parts |
Familiar Abilities:
Harsh conditions or long exertions do not easily tire you. You have advantage on all saves or checks made to against exhaustion, running out of breath, starvation, thirst, heat, and cold.
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
Harsh conditions or long exertions do not easily tire you. You have advantage on all saves or checks made to against exhaustion, running out of breath, starvation, thirst, heat, and cold.
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Note: Armor piercing weapons must still be wielded in two hands to be AV0.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
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