Shapechanger. The weregoat can use its action to polymorph into a goat-humanoid hybrid or into a giant 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 (Goat 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) 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 weregoat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its bite.
Axe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage when used with two hands.
Bite (Goat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with weregoat lycanthropy.
Horns (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
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Posted Feb 12, 2020Art by Maksim Vorontsov. No copyright infringement intended.