Large Beast, Unaligned
- AC
- 11
- Initiative
- +1 (11)
- HP
- 19 (3d10+3)
- Speed
- 40 ft., Climb 30 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 17 | +3 | +5 |
| DEX | 13 | +1 | +1 |
| CON | 12 | +1 | +1 |
| INT | 3 | -4 | -4 |
| WIS | 12 | +1 | +1 |
| CHA | 6 | -2 | -2 |
How to run Giant Goat
A giant goat as ally is the mountain pack-beast the party hires from a hill village, the sole survivor of a caravan attack that has now imprinted on the ranger, or the favored familiar of a mountain druid. The goat is not a war mount, but it can carry a Medium rider up a 70-degree slope at climb 30 and across loose scree at walk 40 without a check. That is the point of having one.
In combat, the goat is a low-CR escort and a panic generator for enemies on bad footing. Strength 17 and a contested Strength shove can knock a kobold off a ledge or break a goblin's grapple on a teammate. The party should not rely on the goat for damage. They should rely on the goat for movement: a ranger who can reach a sniper perch the rest of the party cannot, a healer who can outrun a pursuit because the goat does not slow on rocks.
Out of combat, the goat eats anything (rope, parchment, the wizard's spell scroll if left unattended) and bleats at strangers, which makes it a passable alarm system in a forward camp. Passive Perception 13 plus Darkvision 60 means it notices the orc scout creeping the picket line before the human watch does. Reward the player who tends it: a small bond grows over sessions, and the goat will charge to defend a familiar voice even against a creature it should sensibly flee.
Name the goat at the table. The party that names it will move heaven and earth to keep it alive when the path narrows.
A giant goat is a mountain hazard with horns, not a planned encounter. The party meets it on a switchback trail or a high pasture, and the question is whether they can pass without being charged off the cliff. With 19 HP, AC 11, and no listed special actions in the SRD stat block, the goat is not the threat. The terrain is the threat, and the goat is what tips the party into it.
Run it as a single round of pressure. Strength 17, walk 40, climb 30, Darkvision 60, Perception 13. The goat sees the party coming, gets territorial, and rushes the closest one. It does not have a Multiattack or a published horn attack in this block, so call the lone unarmed strike with its strength bonus and adjudicate on the fly: a single d4+3 ram, with a contested Strength push if the path is narrow. The dice are nothing. The shove off the ridge is everything. Set the fall distance before the goat moves.
A herd of three or four goats turns the encounter from a hazard into a real fight. Stack them on a slope so the climb 30 lets them flank from above. The party that won initiative and dispatched the lead goat in one round suddenly has two more pouring down a scree field at them. Give the players a chance to use the terrain back: a hard shove of a goat down the same cliff sells the world.
Goats break and scatter at half HP if they are wild. If they belong to a hill giant, an ogre rancher, or a shepherd druid, they fight to the last because they are protecting territory their owner has marked. Decide which it is before initiative.
Describe the goat's eyes before it charges. Horizontal pupils on a creature this big read as wrong, and the table will remember the goat after they have forgotten the trail.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.