Charge. If the corrupted ram moves at least 20 feet straight towards a target and the 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 corrupted goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Multiattack. The corrupted goat uses its Hallucination Spores or its Pacifying Spores twice, then makes a Ram attack
Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d4+3) bludgeoning damage
Hallucination Spores. The corrupted goat releases spores at one creature it can see within 15 feet of it. The target must succeed a DC 12 Constitution saving throw or suffer short-term madness effects for 1d5 turns. The condition can't be stacked.
Pacifying Spores. The corrupted goat releases spores at one creature it can see within 15 feet of it. The target must succeed on a DC 12 Constitution saving throw or become Charmed, and hostile towards its allies, for 1d10 turns. The condition can't be stacked.
Animating Spores (3/Day). The corrupted goat targets one corpse of a creature made of flesh within 5 feet of it and releases spores at the corpse. The creature rises as a spore servant after 1d3 turns. The corpse stays animated until destroyed, and it can't be animated again in this way.
Description
The corrupted goat is a monster covered with infectious fungi. The fungi seem to affect the brains and muscles of the targets the corrupted goat aims at. They seem to be the result of an experiment with the fungi found in Bla Grottan.
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