Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a horns attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Springy. The goat's jump distance is tripled.
Light. As an action, the goat may cast light on its horns, requiring only verbal components.
Multiattack. The goat makes three attacks: one with its horns and two with its hooves.
Horns. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 4 (1d8) elemental damage. Roll on the Elemental Breath table to determine the damage type. On a 6, roll twice more and apply the damage once for each result; this effect does not stack.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Elemental Breath (Recharge 5-6). The goat exhales an elemental breath. Each creature in the area of effect must make a DC 16 saving throw, taking full damage on a failed save, or half as much on a successful one. The goat may choose which kind of breath attack to use when it is used; the save, area of effect, and damage vary depending on the choice.
Description
The magic-infused goat was created when a group of plucky adventurers force-fed it a handful of magical candy and set it loose in a witch's hut. While this had the desired effect for the party, the goat did not fare well, charging bewildered into the forest mid-combat. Fortunately, it was later discovered by a very powerful wizard who rehabilitated it and helped it learn to control its newfound abilities, namely its elemental breath!
Elemental Breath Table
d6 | Type | Area | Save | Damage |
---|---|---|---|---|
1 | Acid | 60-foot line that is 5 feet wide | Dexterity | 54 (12d8) acid damage |
2 | Cold | 60-foot cone | Constitution | 54 (12d8) cold damage |
3 | Fire | 60-foot cone | Dexterity | 56 (16d6) fire damage |
4 | Lightning | 60-foot line that is 5 feet wide | Dexterity | 55 (10d10) lightning damage |
5 | Poison | 60-foot cone | Constitution | 56 (16d6) poison damage |
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