Keen Hearing and Smelling. The Druid has advantage on Wisdom (Perception) checks that rely on hearing or smelling.
Multiattack. The Druid makes 2 Gore / Stomp attacks upon reaching 5th level in Druid, 3 Gore / Stomp attacks at 11th, and 4 Gore / Stomp attacks at 17th. Gore / Stomp. Melee Weapon Attack: Your spell attack modifier to hit, reach 10 ft (Gore) or 5 ft (Stomp), one target. Hit: 2d10 + Wisdom modifier as piercing or bludgeoning damage (your choice) and the Druid may make a grapple attempt using their bonus action if the creature is at least one size smaller than the Druid. Until this grapple ends, the target is restrained. Charge. If the Druid moves at least 20 feet straight toward a target it may immediately make a Gore or Stomp attack against any creature if the Druid moves through their space during this movement. On a hit, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. Frightful Roar. Once per long rest, as an action the Druid can unleash a primal roar. Each creature of the Druid's choice that is within 120 feet of the Druid and can hear the roar must succeed on a Wisdom saving throw against the Druid's spell save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Druid's Frightful Presence for the next 24 hours.