Large Monstrosity, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft.
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
11 (+0)
CHA
8 (-1)
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 10
Languages Abyssal
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Charge. If the beastman 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.

Reckless. At the start of its turn, the beastman can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Frightful Bellow.  The beastman bellows a deep uncontrolled bleating sound. Each creature within 60 feet of the beastman that can hear him must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. A frightened 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 target is immune to the beastman's frightful bellow for the next 24 hours.

Description

The savage children of cultists transformed by demonic rituals with the head and legs of a goat and body of a man. These humanoid monstrosities are the beasts of nightmares, overwhelmed by a primal lust for carnage, the herd descends from the high country at night, recklessly charging into battle with a low bleating bellow that strikes fear into the hearts of civilized creatures.

Habitat: ForestMountain

TheGoblinForge

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