Large Beast, Unaligned
Armor Class 14 (hide)
Hit Points 26 (4d8 + 8)
Speed 50 ft., climb 40 ft.
STR 18 (+4), DEX 14 (+2), CON 14 (+2), INT 2 (-4), WIS 10 (+0), CHA 5 (-3)
Saving Throws DEX +4
Skills Athletics +6
Damage Resistances Cold
Senses Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Charge. If the goat moves at least 10 feet straight toward a target and then hits it with a ram attack 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 14 Strength saving throw or be pushed back 10 feet and be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. The goat ignores difficult terrain.
Running Leap. With a 10-foot running start, the goat can long jump up to 25 feet.
Omnivore. The goat can eat anything.
Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 4) bludgeoning damage.
Description
Giant mountain goats are found in the shifting valley in the Duchy of Peaks and on the slopes of mount Thrandul, their thick fur and layers of body fat protecting them from the extreme cold. They are expert climbers, able to leap and bound up sheer slopes.
Their thick, soft wool is extremely tough and sells for extremely high prices. It is extremely rare, and it is used in both fine tailoring of noble clothing and in the crafting of magical items. Giant goats can be white, sky blue or striped. Their bellies are often blue to hide them against the sky when viewed by predators below them.
Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate. Giant mountain goats do not survive for long outside their mountain homes.