b'Hornskull \n'b'  Huge   undead ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  85 (10d12+20)  Speed  50 ft.\n'b' STATS STR: 22 (+6) DEX:  9 (-1)  CON:  17 (+3)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +5  Senses  passive  Perception  15  Languages  Common  Challenge  7 (2,900 XP) \n'b' Special Traits \n'b'   Undead Fortitude . If damage reduces the hornskull to  0 hit points , it must make a  Constitution  saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead. \n'b'  Undead Nature . Hornskulls don\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Trampling Charge . If the hornskull moves at least 20 feet straight toward a creature and then hits it with a gore  attack  on the same turn, that target must succeed on a DC 17  Strength  saving throw or be knocked  prone . If the target is prone, the hornskull can make one stomp  attack  against it as a bonus action. \n'b'  Actions \n'b'   Gore .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 24 (4d8+6) piercing damage. \n'b'  Stomp .  Melee Weapon Attack : +9 to hit, reach 5 ft., one  prone  target.  Hit : 22 (3d10+6) bludgeoning damage. \n'b'  About \n'b' Hornskulls act as group mind, each unique voice speaking bits and parts of a shared message the herd speaks as it tramples its prey flat and circles back to feast on what remains. Unable to pass on the Black Pond\xe2\x80\x99s Curse, their hunger is twice as intense.'