Charge. If Percy 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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Sure-Footed. Percy has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Fortify. Percy can use his action to disengage, move an additional 10 feet, and conceal itself in partial cover (if present). As long as it remains fortified and does not move or take additional actions, any attacks against Percy are made with disadvantage.
Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Percy can only use Headbutt if he is adjacent to an ally and an attacking creature, and the creature hits him or the ally with an attac.
Description
Percy is an armored goat, and a familiar to the TGIF adventuring party. He can be controlled (action, bonus action, movement, and reaction) by use of a single bonus action each turn by an allied party member who is designated as Percy's handler prior to any initiative roll.
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