Weregoat (5e Creature)

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Weregoat[edit]

Medium humanoid (human, shapechanger), neutral evil


Armor Class 10 in human form, 11 (natural armor) in goat and hybrid form
Hit Points 97 (15d8 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 15 (+2) 10 (+0) 7 (-2) 12 (+1)

Skills Perception +1
Proficiency Bonus +3
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses passive Perception 11
Languages Common (can't speak while in goat form)
Challenge 6 (2,300 XP)


Shapechanger. The weregoat can use its action to polymorph into a Medium goat-humanoid hybrid or into a giant goat, or back into its true form, which is a humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true humanoid form if it dies.

Charge (Goat or Hybrid Form Only). If the weregoat 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 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 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.

Standing Leap (Goat or Hybrid Form Only). The weregoat's high jump is up to 8 feet, with or without a running start.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The weregoat makes two attacks, only one of which can be with its ram.

Ram (Goat or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weregoat lycanthropy.

Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Heavy Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.


Weregoats are bloodlusty stalkers of the snow-capped mountains they call home. In humanoid form, a weregoat's pupils are rectangular like that of a goat's, and in males, their facial hair will grow into a scruffy goatee, sometimes out of nowhere. A weregoat in hybrid form is a terrifying sight, with giant, curled horns, shaggy fur of grey, black, beige, or white, hoofed feet, and a face reminiscent of demon-worshipers' symbols. Weregoats live for the hunt, silently stalking mountain climbers through the rocky terrain as they grow weak from the cold, then turning into their hybrid form and striking from nowhere, sometimes knocking the opposition clean off cliffs with their deadly horns. Weregoats usually live alone, but they are social towards others of their kind. In these rare cases, a weregoat flock will work cooperatively, slaying entire parties of travelers purely for fun, and only occasionally eating the meat of the corpses. Weregoats strike with the intent to kill, but if they do pass on their curse before death falls, the newly formed weregoat will always have a hard time adjusting to their curse, and most head for the hills; quite literally, to avoid hurting loved ones, where they will quickly adapt to the life of a stalker.

Characters as Weregoats

The character gains a Strength of 19 if his or her score isn't already higher. Attack and damage rolls for the ram are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.

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