Magic Resistance. The ram has advantage on saving throws against spells and other magical effects.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:9 (2d4 + 4) bludgeoning damage plus 3 (1d6) force damage. If the ram moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Force Bolt. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit:7 (2d6) force damage.
Absorbent Fleece (Recharge). Immediately after the ram succeeds on a saving throw against a spell or a spell's attack misses it, the ram can make one Force Bolt attack.
Giant rams are prized livestock among giants. The rams' fleece stores magical energy by absorbing ambient magic and drawing power from spells. While a ram is alive and unshorn, it uses its fleece's magic for self-defense, channeling the power it absorbs into a magical blast to drive off predators.