Siege Monster. The weregoat deals double damage to objects and structures.
Regeneration.. The weregoat regains 10 hit points at the start of its turn. If the weregoat takes damage from a silvered weapon or a spell, this trait doesn’t function at the start of the weregoat’s next turn. The weregoat dies only if it starts its turn with 0 hit points and doesn’t regenerate.
High altitude adapted. The weregoat has acclimated to high altitude, including elevations above 20,000 feet.
Multiattack (Human or Hybrid Form Only). The weregoat makes two weapon attacks, one of which can be with its hand crossbow.
Ram(goat or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage in goat form, or 6 (1d4 + 4) bludgeoning damage in hybrid form. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weregoat lycanthropy.
Dagger (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Change Shape. The weregoat polymorphs into a raven–humanoid hybrid or into a goat, or back into its humanoid form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its humanoid form if it dies.
Description
Weregoats are strong and extraordinarily hardy lycanthropes that, Although skilled at blending into Combat, they keep mostly to themselves, hiding from society, and strive to fight for a cause whenever possible.
In their human and hybrid forms, weregoat's favor light weapons that can be concealed easily. They are reluctant to make horns attacks in goat form for fear of spreading their curse to those who don’t deserve it or who would abuse it. They won't hesitate to curse the most worthy warrior's.
The hardiness of Weregoats. A weregoat isn't prized for their smarts, but their endurance and strength. When they're in battle, they strike out hard. They go around in warbands in order to look for battle in which they can prove themselves in glorious combat. Pillaging and raiding villages, whilst being resistant to the cold and mountainous environments, which hold's their camps.
gladiators with concealment. weregoats are seen as battle hardened people, however choose to carry daggers and smaller weapons. They enjoy capturing guards, warriors and other combatant's, who pit them against band member's, who are thieves, cutpurses and criminals in their former lives, before being cursed. Those who beat their adversary are then inflicted with the curse and join the warband.
Characters as Weregoats. The Monster Manual has rules for characters afflicted with lycanthropy. The following text applies to weregoat characters specifically.
A character cursed with weregoat lycanthropy gains a constitution of 15 if his or her score isn’t already higher. you also gain +1 AC (natural armour). Attack and damage rolls for the weregoat’s ram are based on whichever is higher of the character’s Strength and Dexterity. The ram of a weregoat in goat form deals 1 blugeoning damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the “Player Characters as Lycanthropes” sidebar in the lycanthropes entry in the Monster Manual for details.
Comments