Agile Charge. If the Acpala moves at least 30 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Acpala can make another attack with its hooves against it as a bonus action. Nature Sense. The acpala cannot get lost while in the wilds unless by magical means. This ability may not work in urban or settled areas.
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 ( 2d6+4 ) bludgeoning damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 ( 4d8+4 ) bludgeoning damage
Kick Reflex. Creatures that are positioned 5th behind the acpala while using their movement must pass a Dexterity saving throw (DC 13) or be kicked by the acpala for 22 ( 4d8+4 ) bludgeoning damage and be knocked prone.