Tough Taros (5e Creature)
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Medium fiend, neutral evil
Aggressive. As a bonus action, the taros can move up to its speed toward a hostile creature that it can see.
Brute. A melee weapon deals one extra die of its damage when the taros hits with it (included in the attack).
Charge. If the taros moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the taros can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the taros. A creature can benefit from only one Leadership die at a time. The effect ends if the taros is incapacitated.
Multiattack. The taros makes three attacks, no more than one of which can be a gore attack.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Parry. The taros adds 3 to its AC against one melee attack that would hit it. To do so, the taros must see the attacker and be wielding a melee weapon.
See Taros (5e Creature).
Among taros, there are rare elites of considerably greater skill and endurance. One of these tough taros is usually distinguished among its kind by wearing bright red armor, or otherwise unique ornamentation demanding the respect of its peers.