Charge. If the goat moves at least 20 feet straight toward a target and then 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 goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Teleport (Recharge 4–6). The goat magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the goat can make one ram attack.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Description
Blink Goats, colloquially known as cave goats, are skittish creatures that are known to wildly attack those that startle them. Able to also scale sheer cliff walls, they are capable of starting avalanches while leaping about.
Comments