| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +5 |
| DEX | 13 | +1 | +3 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 12 | +1 | +1 |
| CHA | 6 | −2 | −2 |
Charge. If the ridgegoat 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 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The ridgegoat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Cliff Climber. The ridgegoat can climb steep rock faces, ledges, and switchbacks with ease. It does not require ability checks for climbing natural, rough terrain unless it is especially unstable or magical.
Pack Instinct. When within 10 feet of another ridgegoat or friendly creature, the ridgegoat has advantage on Wisdom (Perception) checks and cannot be surprised.
Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.
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