Medium Humanoid (Dwarf, Human, Shapechanger), Neutral Good
Armor Class 13 in humanoid form, 11 in goat or hybrid form
Hit Points 68 (12d8 + 14)
Speed 40 ft.
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
7 (-2)
Skills Perception +5
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 15
Languages Common (can't speak in goat form)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Shapechanger. The weregoat can use its action to polymorph into a goat-humanoid hybrid or into a goat or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Charge (Boar or Hybrid Form Only). If the weregoat moves at least 15 feet straight toward a target and then hits it with its horns on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Sure-Footed. The weregoat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its horns.

Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Ram (Goat or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weregoat lycanthropy.

Monster Tags: Shapechanger

Habitat: ForestHillMountain

sjokoladedrops

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