Armor Class 13 (natural armor)
Hit Points 28 (3d10 + 12)
Speed 50 ft.
Damage Resistances cold, fire, lightning
Senses passive Perception 12
Languages —
Challenge 1
Magic Resistance. The ram has advantage on saving throws against spells and other magical effects.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 3 (1d6) force damage. If the ram moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Force Bolt. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) force damage.
Absorbent Fleece (Recharge 5–6). Immediately after the ram succeeds on a saving throw against a spell or a spell's attack misses it, the ram can make one Force Bolt attack.
Bigby Presents: Glory of the Giants, p. 153