Zarikytonic Goat (5e Creature)

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Zarikytonic Goat[edit]

Medium aberration, chaotic evil


Armor Class 14 (natural armour)
Hit Points 4 (1d8)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 11 (+0) 3 (-4) 10 (+0) 5 (-3)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 10
Languages
Challenge 1 (200 XP)


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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Detect Zarikytons. The goat can magically sense the presence of other zarikytonic creatures up to 5 miles away. It knows the general direction they're in but not their exact locations.

Limited Telepathy. Using telepathy, the goat can magically communicate with any other zarikytonic creatures within 60 feet of it.

Otherworldly Perception. The goat can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Sunlight Sensitivity. While in sunlight, the goat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Unnatural Fortitude. If damage reduces the goat to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the goat drops to 1 hit point instead.

ACTIONS

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Infection (Recharge 5-6). Ranged Spell Attack: +2 to hit, range 60 ft., one creature. Hit: 6 (1d12) force damage. A creature reduced to 0 hit points is stable but poisoned for 1d6 + 2 hours, even after regaining hit points, and is paralysed while poisoned in this way. An aberration, beast, giant, humanoid or monstrosity that has 0 hit points at the end of that period becomes a zarikytonic creature if it hasn't been killed outright, its vital organs are still intact, and it isn't under the effects of the protection from evil and good spell or within the area of a hallow spell.


A goat with the Zarikytonic Creature template applied to it. It took the Natural Armour Mutation once, though other common mutations taken by zarikytons within goats include the Berserk Mutation, the Tail Mutation (such a zarikyton typically also takes the Blazing Tail Mutation), the Increased Resistance Mutation, the Regeneration Mutation, and the Brute Mutation.
A simple goat afflicted by the zarikytonic parasite, thick, green, chitinous plates cover its body and its eyes seem to glow with the unnatural influence that taints its mind and soul, and the stubborn aggression of a normal goat is amplified to abnormal levels, causing them to fight to the death if that would benefit the agenda of the vile parasite within its body. It can fire bluish-white bolts of energy that spread the parasite to unlucky victims.



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