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Published by goroiamanuci, 2023-06-06 11:40:04

Goats

Goats

Goats & Sheep Bighorn Sheep Bighorn Sheep, named for the large, curved horns carried by the males or 'rams', are impressive animals that dwell in mountainous and desert regions. The rams' horns are particularly notable, coiling back from the forehead and down around the ears, with some reaching lengths of over 30 inches. Females, or "ewes", are smaller in size and have shorter, less curved horns. Their coloration ranges from light brown to grayish or dark, chocolate brown, with a distinguishing white belly and rump patch. Known for their agility and grace, Bighorn Sheep are expert climbers. They have an uncanny ability to traverse steep and rocky terrains, with their specialized cloven hooves providing an excellent grip. They are particularly adept at leaping great distances, a useful skill in the rocky and treacherous habitats they call home. 1 Bighorn Sheep Medium beast, unaligned Armor Class 12 Hit Points 16 (3d8 + 3) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 4 (-3) 14 (+2) 5 (-3) Skills Perception +4 Senses passive Perception 14 Challenge 1/2 (100 XP) Proficiency Bonus +2 Skull Bash. Before the bighorn sheep makes a Ram attack, it can choose to take a -2 penalty to the attack roll. If the attack hits, it adds 4 to the attack’s damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Sure-Footed. The bighorn sheep has advantage on Strength and Dexterity saving throws and checks made against effects that would knock it prone or move it against its will. Actions Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 3) bludgeoning damage. Reactions Cranial Plating. When an attack that the bighorn sheep can see hits it without advantage, it can use its reaction to absorb the damage through its skull, halving any bludgeoning or slashing damage the attack deals.


However, rams are best known for their intense battles for dominance, charging at each other with their impressive horns. These charges, which can reach speeds up to 20 miles per hour, result in a crash that echoes through the mountains, indicating that a contest for dominance is underway. The strength of a bighorn sheep should not be underestimated, particularly in the case of the ram's powerful charge. Their adept ability to navigate their steep, rocky home makes them a difficult animal to pursue. Therefore, engaging with these majestic beasts calls for considerable caution. Dire Bighorns. The dire bighorn is a species of giant ram capable of living in extremely harsh mountain environments. Far outsizing other mundane mountain creatures, this ram can deliver bone shattering blows with its skull. This combined with their mountain climbing agility, deters almost all other mountain creatures from attempting to hunt them. Mountain dwarves will often use captured dire bighorns for agricultural use and as fearsome and dependable mounts when traversing their rocky homes. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Dire Bighorn Large beast, unaligned Armor Class 13 (natural armor) Hit Points 51 (6d10 + 18) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 6 (-2) Skills Perception +4 Senses passive Perception 14 Challenge 2 (450 XP) Proficiency Bonus +2 Skull Bash. Before the dire ram makes a Ram attack, it can choose to take a -3 penalty to the attack roll. If the attack hits, it adds 6 to the attack’s damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Sure-Footed. The dire ram has advantage on Strength and Dexterity saving throws and checks made against effects that would knock it prone or move it against its will. Actions Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage. Reactions Cranial Plating. When an attack that the dire ram can see hits it without advantage, it can use its reaction to absorb the damage through its skull, halving any bludgeoning or slashing damage the attack deals.


Domestic Goats The domestic goat, one of the oldest tamed livestock species, is a ubiquitous symbol of rural life across the world. A typical domestic goat stands around two feet tall at the shoulder, though larger breeds can reach three feet or more. Their bodies are covered in a variety of coats, ranging from smooth hair to luxuriant cashmere wool. Domestic goats are hardy, adaptable creatures, capable of surviving in a wide range of environments. This adaptability, coupled with their usefulness, has led to their spread around the world. They provide milk, meat, and wool, and in many cultures, they hold significant symbolic or religious importance. In folklore and myth, goats often play interesting roles. They are sometimes seen as symbols of stubbornness, independence, and fertility. In many cultures, they are linked with pastoral deities or earthy, rustic magic. Despite their independent nature, goats are generally sociable creatures, forming close bonds with their keepers and other livestock. They are known for their curiosity and intelligence, and anyone who has spent time around goats can attest to their playful and mischievous behavior. 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Domestic Goat, Small Small beast, unaligned Armor Class 12 Hit Points 3 (1d6) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 4 (-3) 14 (+2) 5 (-3) Skills Perception +4 Senses passive Perception 14 Challenge 0 (10 XP) Proficiency Bonus +2 Skull Bash. Before the goat makes a Ram attack, it can choose to take a -1 penalty to the attack roll. If the attack hits, it adds 2 to the attack’s damage. If the target is a creature, it must succeed on a DC 10 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 or move it against its will. Actions Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Reactions Cranial Plating. When an attack without advantage that the goat can see hits it, it can use its reaction to absorb the damage through its skull, halving any bludgeoning or slashing damage the attack deals. Domestic Goat, Medium Medium beast, unaligned Armor Class 12 Hit Points 4 (1d8) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 4 (-3) 14 (+2) 5 (-3) Skills Perception +4 Senses passive Perception 14 Challenge 1/8 (25 XP) Proficiency Bonus +2 Skull Bash. Before the goat makes a Ram attack, it can choose to take a -1 penalty to the attack roll. If the attack hits, it adds 2 to the attack’s damage. If the target is a creature, it must succeed on a DC 12 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 or move it against its will. Actions Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Reactions Cranial Plating. When an attack without advantage that the goat can see hits it, it can use its reaction to absorb the damage through its skull, halving any bludgeoning or slashing damage the attack deals.


Mountain Goats Mountain goats are nimble creatures that dwell in high alpine regions. Their striking white coats contrast against the rocky terrain they are often found in. Both males and females sport black, dagger-like horns, which can reach up to 10 inches long and provide them with formidable natural weapons. Despite their name and appearance, mountain goats are not true goats but are more closely related to cattle, gazelles, and antelopes. They don’t possess the same reinforced skulls of goats and, as such, don’t use ramming attacks. Instead, they utilize deadly piercing attacks from their horns, which can be deadly to creatures as large as bears. Mountain goats have specialized hooves built for navigating precarious cliffs and rocky slopes. They are able to run up and down sheer cliffs with ease, traversing areas impassable to other creatures. This adaptation, combined with incredible jumping capabilities, gives them a significant advantage in rough terrain, making them difficult creatures to chase or escape from. Mountain goats can be quite aggressive and formidable adversaries. Males in mating season are prone to being belligerent, but even female mountain goats can be so hostile that males will avoid them when not looking to mate. This, combined with superior climbing abilities, powerful leaps, and impressive horn attacks, make them deadly adversaries in their natural environment. Other Mountain Species The goat and bighorn sheep stat blocks can be used to represent other species of sheep and goats. For example, bighorn sheep stats could be used for an ibex. 4 Mountain Goat Medium beast, unaligned Armor Class 13 Hit Points 13 (2d8 + 4) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 4 (-3) 14 (+2) 5 (-3) Skills Perception +4 Senses passive Perception 14 Challenge 1/4 (50 XP) Proficiency Bonus +2 Skewer. If the goat moves at least 10 ft. straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 3 (1d6) piercing damage. Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone or move it against its will. Standing Leap. The goat's long jump is up to 15 feet and its high jump is up to 6 feet, with or without a running start. Actions Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Terror Goat Beyond the realm of ordinary fauna, in the harshest and most forsaken corners of the mountain ranges, lurks a beast of nightmare and legend, the terror goat. It's not a creature merely born of the wild, but a monstrosity formed from raw, unbridled terror, its very existence a testament to nature's more savage and merciless aspects. The terror goat is an anomaly among its kin, a grotesque and exaggerated silhouette of the typical mountain goat. It is enormous in size, standing well over ten feet tall at the shoulder, a hulking brute whose mere presence strikes fear into the hearts of both beasts and men alike. Its hide is a mottled gray, as hard and rough as the stones of its mountain home. Yet, it is the creature's skull that is its most terrifying feature. Formed of solid rock, it is a cruel parody of a normal goat's head. Its beady eyes shine with malice, and its skull sports a pair of massive, jagged stone horns that gleam with an ominous luster. The terror goat is the embodiment of primal fear and aggression. Its rocky skull is a formidable weapon, though it leaves little room for a brain and renders the beast incredibly dim-witted. It charges mindlessly at any perceived threat and can smash through solid stone and demolish structures with frightening ease. The beast seems to be waging an endless well of mindless aggression, attacking with a reckless abandon that terrifies even the bravest of warriors. Whether it is attacking creatures, objects, or structures, the terror goat relentlessly smashes until nothing is left. Local mountain tribes speak of the terror goat in hushed whispers, a cautionary tale to those who would disturb the unforgiving wilderness. They believe that it was born from the mountain's wrath itself, a manifestation of nature's unchecked fury. It is said that merely being near the terror goat is enough to induce a profound, mortal terror, a dread so deep that it can break even the stoutest heart. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Terror Goat Huge monstrosity, chaotic evil Armor Class 16 (natural armor) Hit Points 63 (6d12 + 24) Speed 50 ft., climb 30 ft. STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 18 (+4) 2 (-4) 14 (+2) 6 (-2) Saving Throws Str +9, Int -1 Skills Perception +5, Intimidation +4 Damage Resistances psychic, bludgeoning, slashing Condition Immunities frightened, charmed, stunned Senses passive Perception 15 Challenge 5 (1,800 XP) Proficiency Bonus +3 Aura of Terror. Any hostile creature that starts its turn within 30 feet of the terror goat must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature successfully saves against the effect, it is immune to the goat's aura for the next 24 hours. Siege Monster. The terror goat deals double damage to objects and structures. Skull Bash. Before the terror goat makes a Ram attack, it can choose to take a -5 penalty to the attack roll. If the attack hits, it adds 10 to the attack’s damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Sure-Footed. The terror goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone or move it against its will. Actions Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. Reactions Cranial Plating. When an attack that the terror goat can see hits it without advantage, it can use its reaction to absorb the damage through its skull, halving any bludgeoning or slashing damage the attack deals.


Goat & Sheep Adventure Hooks d8 Plot Hook 1 The Raging Ram: A particularly aggressive bighorn ram has been causing chaos, attacking travelers, and disrupting trade routes. The adventurers are tasked with calming or relocating the animal without causing it harm, requiring a combination of combat prowess, nature skills, and animal handling. 2 The Beast in Sheep's Clothing: Strange tales emerge from a mountain village about a monstrous creature disguising itself as a bighorn sheep, only to reveal its terrifying form under the full moon's light. The adventurers are hired to uncover the truth behind these stories and neutralize the threat if necessary. 3 The Mountain's Challenge: An ancient tradition involves a contest to prove one's bravery by engaging in a friendly test of strength against the powerful dire bighorn sheep. However, this year, the chosen sheep, an unusually large and fierce ram, has gone missing. The adventurers are asked to find the ram and safely bring it back before the upcoming festival. 4 Stolen Flock: A local shepherd who keeps a herd of special goats, known for their unusually soft and warm wool, reports that his flock has been mysteriously disappearing. The shepherd suspects foul play. The adventurers are hired to investigate and return the stolen goats. 5 The Eldritch Goat: A scholar has been having vivid dreams about a white mountain goat with glowing eyes standing at the peak of the local mountain range. This goat speaks to him in his dreams and warns him of a coming catastrophe that only it can avert. He seeks the help of adventurers to escort him to the peak and find this prophetic goat. 6 Flock under Siege: A herd of mountain goats, considered the protectors of a certain mountain pass, have started behaving aggressively and attacking travellers. They seem to be under some sort of malevolent influence. Local guides and rangers need help investigating and resolving the issue. 7 Festival of Fear: A rural mountain town holds a unique festival every year where they believe a display of courage can appease the terror goat, preventing its rampage for another year. This year, the goat has arrived earlier than expected, and the adventurers must find a way to quell its wrath and save the town. 8 The Shattered Pass: A crucial mountain pass, the only safe route connecting two important regions, has been destroyed overnight. The local villagers blame the terror goat, a creature of local legend that they believe has returned. They seek help to stop this beast before it wreaks further havoc. Goats & Sheep Tactics Goats and sheep are generally stubborn creatures and excel in one-on-one combat due to their Cranial Plating feature. If one becomes outnumbered or its opponent gains the advantage over it, it may attempt to flee to find its herd and gain safety in numbers. Goats and sheep with a climb speed will prefer to fight and flee in rocky terrain where they have the advantage and can flee more easily if need be. Unless directed by a more intelligent creature, goats and sheep will use their Head Bash ability every turn until they miss, after which they will revert to regular attacks. A more intelligent creature may direct them to target enemies with lower AC, increasing the likelihood of a successful hit. Mountain Goats Mountain goats don’t have the Skull Bash or Cranial Plating abilities and instead rely on charging attacks with their horns. They will use their climbing and jumping abilities to outmaneuver foes in rocky terrain and get a running start to make skewering attacks whenever possible. Terror Goats Terror goats are even more belligerent, stubborn, and less intelligent than regular goats. They exhibit no fear, even when losing battles. Their malevolent nature means they will relentlessly pursue foes to the death, smashing through anything that gets in their way. 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Goat & Sheep Loot The valuable items looted from goats and sheep will generally come from whatever can be harvested from them. This harvesting can usually be done using a Wisdom (Survival) or Intelligence (Nature) check. However, you may allow players proficient with specific tools to harvest items related to that tool. For example, a character might make a Wisdom (Leathworker’s Tools) check to harvest hide. Because terror goats are partially stone, you may also allow players to make Wisdom (Carver's Tools) checks when harvesting them. Alternatively, you can roll for the loot randomly using a flat modifier. Goat & Sheep Loot Tables The following tables describe the number of items and value of those items the players are able to loot depending on the result of their check or the results of your roll. If they're making checks, you can have them make a separate check for each creature they're looting or use one check for multiple creatures at once to save time. Domestic Goat Loot Table Looting Check Result or 1d20 + 3 Loot 1-5 Nothing 6-11 1 5sp Item 12-16 1d4(2) 5sp Items 17-20 1d6(3) 5sp Items 21+ 2d4(5) 5sp Items Mountain Goat Loot Table Looting Check Result or 1d20 + 3 Loot 1-5 1 5sp Item 6-10 1d4(2) 5sp Items 11-16 1d6(3) 5sp Items 17-21 2d4(5) 5sp Items 22+ 3d6(7) 5sp Items Bighorn Sheep Loot Table Looting Check Result or 1d20 + 3 Loot 1-7 1 1gp Items 8-14 1d4(2) 1gp Items 15-20 1d6(3) 1gp Items 21+ 2d4(5) 1gp Items Art Credit Big Horn Sheep on Wilcox Pass - Carl Rungius Wild Colos - Marc Fishman, Wizards of the Coast Goat Token - Forrest Imel, Wizards of the Coast Rocky Mountain Goats - Albert Bierstadt Goat Token - Adam Paquette, Wizards of the Coast Dire Bighorn Loot Table Looting Check Result or 1d20 + 3 Loot 1-6 1d4(2) 1gp Items 7-11 2d4(5) 1gp Items 9-15 2d6(7) 1gp Items 16-20 2d6(7) 1gp Items & 1 2gp Item 21+ 2d6(7) 1gp Items & 2d4(2) 2gp Items Terror Goat Loot Table Looting Check Result or 1d20 + 5 Loot 1-6 1d6(3) 2gp Items 7-11 2d6(7) 2gp Items 12-17 3d6(10) 2gp Items 18-21 3d6(10) 2gp Items & 1 20gp Item 22+ 3d6(10) 2gp Items & 2d4(2) 20gp Items Example Goat & Sheep Loot Names You can give the different types of items unique names based on their material and value to help differentiate them from one another. The following tables provide some example names. Example Goat & Sheep Item Names 1d4 5gp Item 1gp Item 2gp Item 1 (Bone) Goat Bone Bighorn Bone Dire Ram's Horn 2 (Flesh) Goat Meat Bighorn Meat Dire Ram's Heart 3 (Fluid) Goat Blood Bighorn Blood Dire Ram's Heart Blood 4 (Hide) Goat Hide Bighorn Hide Pristine Dire Ram's Hide Example Terror Goat Item Names 1d4 2gp Item 20gp Item 1 (Stone) Terror Goat Bone Terror Goat Horn 2 (Flesh) Terror Goat Meat Terror Goat Heart 3 (Fluid) Terror Goat Blood Terror Goat Heart Blood 4 (Hide) Terror Goat Hide Terror Goat Gemmed Hide 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Change Log 1.0.0 Document release This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


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