Medium Construct, Unaligned
AC 17    Initiative +2 (12)
HP 85 (10d8 + 40)
Speed 40 ft., Climb 30 ft.
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
Skills Perception +3
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious
Senses Darkvision 60 ft.; Passive Perception 10
Languages None
CR 5 (XP 1,800; PB +3)
Traits

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.

Actions

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.

Habitat: GrasslandHillMountain

Boomamite

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