| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 14 | +2 | +5 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Mount Protocol Over the course of 1 minute, the goat shape-shifts into a form better suited to riding, gaining a saddle, bridle, and additional straps. While in this form, the goat cannot user its Ram action, however, the goat has Advantage on all saving throws, attacks targeting the goat are made with Disadvantage, and the goat gains 10 Temporary Hit Points at the start of each of its turns. In addition, the goat allows riders of its size or smaller, and the goat's rider cannot be dismounted against its will.
The transformation takes 1 minute, during which the goat has the Incapacitated and its movement speed is 0.
Sure-Footed The goat has Advantage on saving throws it makes to avoid or end the Prone condition.
Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) 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 14 (4d6) Bludgeoning damage and has the Prone condition.
Description
Forged in the arcane workshops of the Ironhorn Guild, these mechanical mounts are prized by elite cavalry and eccentric inventors. Their gears hum with latent energy, and their eyes glow with a soft amber light. Some clockwork goats are known to develop quirks, like refusing to cross bridges or headbutting statues.
Comments