Enrage. When below half of its hit points its horns fall off, it drops its maul, and it enrages and enlarges (goes up 1 size and gains +3 to attacks). Regaining 8d4 hit points, and bulldozes a random target. Target must make a DC 14 dexterity saving throw or take 4d4 bludgeoning damage and fall prone.
Shapechanger. The weregoat can use its action to polymorph into a goat-humanoid hybrid or into a goat, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Charge (Goat or Hybrid Form Only). If the weregoat moves at least 15 feet straight toward a target and then hits it with its horns on the same turn, the target takes an extra 7 bludgeoning damage.
Relentless (Recharges after a Short or Long Rest). If the weregoat takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Frightening Roar (recharges after 1d6 roll[5-6]) Weregoat makes a deafening roar in a 30ft radius. All creatures must make a DC 14 Constitution save or take 2d6 piercing damage and be frightened for 2 turns. Creatures who succeed will not suffer any of the damage or be frightened.
Multiattack (Humanoid or Hybrid Form Only). The weregoat makes two attacks, only one of which can be with its horns.
Maul (Humanoid or Hybrid Form Only). Hit DC+4. 1d12+5 bludgeoning damage.
Horns (Goat or Hybrid Form Only). Hit DC+4. 1d10+5 bludgeoning damage.
Claws (When enraged). Hit DC+6. 1d6+8 bludgeoning damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weregoat lycanthropy.
Detect. The weregoat makes a Wisdom (perception) check.
Reckless Attacks (only when enraged). Gains advantage on melee attacks, but creatures also gain advantage on it.
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