Charge. If the weregoat moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. For player characters, see Modifications for adjusted saving throw DC rules.
Frightful Presence. Each creature of the weregoat's choice that is within 30 feet of them and aware of them must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the weregoat's Frightful Presence for the next 24 hours.
Multiattack. A weregoat can make one Chaw attack and two Ram attacks. If both Ram attacks hit the same target, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.
Chaw. Melee Weapon Attack: When the weregoat tires of rude behavior and would like to chaw the offender with its mouth, it chaws down and makes a +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. It's called a "chaw" because of how a goat grinds food in its jaws, like chewing tobacco. But it's basically a Bite attack. Don't overthink it. It's just fun to say "chaw" and if weregoats could talk they'd love to say "chaw."
Ram. Melee Weapon Attack: The weregoat would like to bring peace to the Prime Material Plane by silencing you with its skull, and it makes a +6 to hit, reach 5 ft., against one target. Hit: It then does 8 (1d8 + 4) bludgeoning damage.
Description
Tall, terrifying, and yet peaceful at its core- a weregoat is frightening to behold. When not charging at one of its enemies, a weregoat has a gentle loping gait. It is said that its W-shaped pupils allow it to see into the feywild, but in actuality it just has beautiful eyes.
Modifications for a Weregoat Player Character. The character gains a Strength of 19 if his or her score isn’t already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Ram action, the DC is 8 + the player character’s proficiency bonus + Strength modifier.
First of the Goat Boys. The originating weregoat was a satyr named Oswald "Oz/Ozie" Forestfielder. While wielding the power of a magical goat weapon made from a horn, he accidentally impaled himself on it. The goat it came from, Francis, was then obliterated from existence. Yet Francis' spirit persisted, and one night Ozie melded his spirit with that of Francis. And this is why all weregoats respond to "Francis" or "Hey Francis."
BEEEYAH-AH-AH-AAAAH. Weregoats have two goat-like horns, a goat's head, goat legs, and a hairy but satyr-like body. Sometimes they have tusks, but that's just if they want to grow their wild teeth out like little mouth ponytails made of enamel. Its mouth is full of large, goofy teeth and so it cannot speak. But, should it choose, it can bleet in a frightening manner. Francis would never, though.
Drow Bane. Francis lost his original form in the sewers beneath the drow city of Hezzaragexxida while attempting to overthrow the wicked reign of House Phayza. As such, weregoats have an innate condescending attitude towards drow, and do not invite them to parties. And if they HAVE to, the weregoat will make sure the RSVP has a line about taking off your shoes at the door IF YOU ARE A DROW.
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