Outrider (5e Creature)
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Medium monstrosity, chaotic evil
Aggressive. As a bonus action, the outrider can move up to its speed toward a hostile creature that it can see.
Reckless. At the start of its turn, the outrider can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The outrider makes four claw attacks and a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Outriders are ferocious monsters known for their great strength and almost suicidal bloodlust.
Monstrous Appearance. An outrider’s body is almost a mockery of the human form. Their limbs and torsos are laden with powerful muscles. They possess four arms ending in wicked claws, giving them a hunched posture, and when not beating their victims to death they drop to all six limbs in order to run at great speed. Their heads are smooth oblongs devoid of any visible facial features beyond a gaping mouth full of sharp teeth.
Unrelenting Savagery. Outriders are driven by a single, overwhelming impulse: to rip apart any living thing that is not one of their own kind. They charge toward their foes in a great horde, more closely resembling a stampede of wild animals than any sort of organized army, and fall upon their foes with tooth and nail, raking, biting, and tearing until there is nothing left to kill. Only then do the beasts tire and become placid, until they detect something else that must be destroyed.
Weaponized Beasts. Outriders cannot be tamed or trained to use weapons, but their limited intelligence and universal hostility has not stopped many a would-be conqueror from trying to exploit them. Canny tyrants have found ways to corral the beasts in the holds of ships so that they can be transported to the battlefield and unleashed upon their enemies.