Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Scream (Recharge 5 or 6). The goat can unleash a hellish scream. All creatures within 60 ft. who can hear the goat must succeed on a DC 13 Wisdom saving throw or become frightened for up to 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d4 + 3) piercing damage.
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