Headbutt If Alistar moves at least 15 feet straight towards a target and then hits it with its horns on the same turn, the target takes extra 5 1d10 piercing damage. If target is a creature, it must succeed on a DC 17 Strength saving throw or or be pushed up to 15 feet away and knocked prone. Trample Alistar can move to a hostile creatures space and it does not count as difficult terrain, as long as the creature's size is medium or smaller. Additionally, if Alistar enters a hostile creature's space, that creature must succeed on a DC 17 Dexterity saving throw or take 5 1d10 bludgeoning damage. Triumphant Roar Alistar heals 5 1d10 health points for each and every time he effects a hostile creature with frightened, grappled, incapacitated, prone, restrained, or stunned conditions. Siege Monster Alistar deals double damage to objects and structures.
Multiattack Alistar makes three attacks: one with his horns, one with his hoofs and one pulverize attack. Horns Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 10 1d10+5 piercing damage. Hoofs Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 10 1d10+5 bludgeoning damage. Pulverize Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 10 1d10+5 bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be stunned until the end of its next turn. Any other creatures within 5 feet of Alistar must succeed on a DC 17 Dexterity saving throw or be knocked prone, regardless of whether the attack hit.
Unbreakable Will (Recharge 6 ) If Alistar fails a saving throw that would cause him to become charmed, frightened, grappled, paralyzed, restrained, stunned, or asleep, he automatically succeeds instead and becomes resistant to all damage until the end of its next turn.