Huge Beast, Unaligned
Armor Class 12
Hit Points 57 (6d12 + 12)
Speed 50 ft.
STR
22 (+6)
DEX
11 (+0)
CON
15 (+2)
INT
4 (-3)
WIS
12 (+1)
CHA
6 (-2)
Senses Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Charge. If a creature moves a least 20 feet in a straight line toward a target and then hits in with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. 

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone target. Hit: 24 (4d8 + 6) bludgeoning damage. 

 

Description

The massive and territorial dire ram makes its home in remote mountainous regions and is rarely seen except by travelers or enterprising adventurers. It usually lives in a herd of goats and giant goats, though there is almost never a second dire ram within the same territory, as when two meet outside of mating conditions they will fight to the death to prove dominance and lay claim to the herd.

The dire ram functions as a kind of alpha to the goat herd, being much stronger and marginally smarter. The lesser goats can be seen bringing food to the dire ram as offerings, and in return the dire goat uses its incredible strength to defend the herd from predators.

The dire ram's territorial instinct extends beyond other competing rams, and they will fight to defend their territory and herd against any number of perceived threats, from traveling merchant bands to ancient dragons. The dire ram makes no distinctions between fights it can win and those it can't; if something encroaches on its territory, it will battle to the death.

Habitat: Mountain

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