Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12+2) bludgeoning damage. In addition, the target must make a Constitution save (DC 13) or be knocked prone and stunned until the end of the jarhdel's next turn. The jarhdel can only use the powerful charge if it can move at least 10 feet towards a target before making the attack.