Wild Riot: Twice per long rest, you can take the Dash action as a Bonus Action on each of your turns, but you can only move in one direction when using your movement speed this turn. You can only make a melee attack the next turn.
Tusks. Melee Weapon Attack: +5 to hit, reach 20 ft., 1 target. Hit: (2d10+3) bludgeoning damage.
You must move to the target in a straight line. If you miss with this attack while longer than 5 ft. away, you fall prone 10 ft. past the target.
Sunder Ground. Ranged Weapon Attack: +1 to hit, range 40 ft., 1 target. Hit: (1d10-1) bludgeoning damage.
If the target is on the ground and a smaller sized creature, they fall prone but can spend 10 ft. of their movement speed to get up on their turn.
Airize. Ranged Weapon Attack: +1 to hit, range 60 ft., 1 target. Hit: (2d4-1) force damage.
The target must succeed a (DC 14) Strength saving throw or be pulled back 20 ft. towards you in a straight line.