Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action. Labyrinthine Recall. You can perfectly recall any path you have traveled. Living Construct. You are classified as being a construct and do not need to eat, drink, sleep or breathe. Additionally, you do not sleep and instead enter an 'inactive' mode where you are completely inactive but are fully aware of their surroundings. In this mode you only need 4 hours of this state to receive the benefits of a long rest. Metal-Skinned. You are immune to being petrified. Petrifying Breath. Once per long rest, you can cast flesh to stone, with some restrictions: The range is decreased to a 15 foot cone, the petrification can only last until the end of your next turn, and the petrification cannot be permanent. Your Spellcasting Modifier for this spell is Strength.
Languages. Common, Draconic