Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack, the target takes an extra 5 (2d4); bludgeoning damage. It must succeed on a DC 15 Strength saving throw or be knocked prone.
Sure-Footed. This creature has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Cursed Genetics. (magic). As this species was cursed and banished by the Halfling mages to live in the freezing cold away from civilization, this creature is can always detect magic (detect magic) and the magic users around it (detect evil and good) (30 ft. or eyesight). It has advantage on perception throws only against magic.
Cursed Genetics. (cold). As this species was cursed and banished by the Halfling mages to live in the freezing cold away from civilization, the Blue Mountain Goat is immune to the cold and vulnerable to fire.
Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage.
Multiattack - Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the first Kick hits, the second will be rolled with disadvantage, if the first Kick misses, the second will be rolled with advantage.
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