Hold Breath. The horker can hold it's breath underwater for up to 30 minutes. Charge. If the horker moves 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the horker moves more than 20 feet, the target takes an additional 2 (1d4) bludgeoning damage.
Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8+2) piercing damage. Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.