GOAT (3.5e Monster)

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Author: Ganteka Future (talk)
Date Created: 1 April 2022
Status: It's spreading
Editing: Clarity edits only please
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The GOAT[edit]

GOAT
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 16d8+128 (200 hp)
Initiative: +5
Speed: 50 ft. (10 squares), climb 50 ft.
Armor Class: 31 (+5 Dex, +8 natural, +8 deflection), touch 23, flat-footed 26
Base Attack/Grapple: +16/+24
Attack: Horns +29 (1d8+21/18–20×2) or Hoof +29 melee (1d6+13) or Bite +29 melee (1d4+13)
Full Attack: Horns +29 (1d8+21/18–20×2) and 2 Hooves +24 melee (1d6+9) and Bite +24 melee (1d4+9)
Space/Reach: 5 ft./5 ft.
Special Attacks: Billy's Ram, Bleat of Bewilderment, Bleat of Terror, Charging Fury, GOAT Rush
Special Qualities: All Time, Darkvision 60 ft., Blindsense 120 ft., DR 15/Cold Iron, Fast Healing 10, GOAT Climb, GOAT Fall, Nanny's Milk
Saves: Fort +18, Ref +15, Will +12
Abilities: Str 26, Dex 21, Con 26, Int 10, Wis 15, Cha 19
Skills: Climb +40, Intimidate +23, Jump +40, Listen +21, Sense Motive +21, Spot +21, Survival +21, Swim +10, Tumble +26
Feats: Acrobatic, Athletic, Endurance, Run, Skill Focus (Climb), Skill Focus (Jump)
Environment: Extraplanar plains, mountains, taiga or savannah
Organization: Solitary or Pair
Challenge Rating: 16
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:


"Bleee-eauh-eh-eh-eh-eh-eh"

There are but two such creatures, a billy and a nanny. The GOATs (goaty-est of all time) are unique creatures. They cannot be summoned or called. They are thought to be patron spirits of some long lost culture.

Their fur is a striking snowy white with a slight mane and beard of autumn wheat fur. Sturdy horns, shimmering like polished gold, jut back from their heads. A fierce blaze burns in their eyes.

Despite not needing to eat, a GOAT's tough teeth chew through whatever it wants.

Combat[edit]

Attacks: A GOAT’s natural weapons are adamantine +5 magic weapons. It may ready its horns against a charge as an immediate action. Its horns gain twice its Strength modifier to damage and have an augmented critical hit range. It may make its natural attacks in any order it chooses during a full attack.

If killed, its horns can be harvested as +5 golden aeon-nix adamantine clubs which can be reforged into another one-handed melee weapon but once without losing its enhancements.

Blindsense and Darkvision (Ex): A GOAT uses scent to pinpoint creatures within 120 feet. Opponents still have total concealment against the creature unless it can actually see them. It also possesses Darkvision out to 60 feet.

All Time (Su): A GOAT enters into and is included in any time stop automatically when within 60 feet of it. It does not age and cannot be aged. It is immune to being slowed and can haste itself up to 16 rounds per day as a free action. While hasted, it gains an additional attack with its horns as either part of a standard action or full attack action.

Billy's Ram (Su): The GOAT can invoke the powers of a ring of the ram as a swift action with 16 effective charges per day.

Bleat of Bewilderment (Su): As a swift action once per minute, a GOAT can let loose a bleat that shivers one's thoughts. All creatures other than GOATs within 120 feet must make a Will save (DC 22). Afflicted creatures are struck with a peculiar variant of confusion for 16 rounds, using the table below instead. A successful saving throw negates this effect. This is a [Sonic] [Mind-Affecting] Compulsion effect. The save DC is Charisma-based.

d% Behavior
01–20 Do nothing but babble goat sounds and noises.
21–40 Act normally.
41–60 Does nothing but declare goat-based facts, granting those nearby a +4 bonus on Knowledge checks about the GOAT while they listen. Wikipedia:Goat
61–80 Deals 1d8 points of damage + Str modifier to self with item in hand.
81–100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self).

Bleat of Terror (Su): As a swift action once per minute, a GOAT can let loose a bleat, most terrible. All creatures other than GOATs within 120 feet must make a Will save (DC 22) or become shaken for 16 rounds. Creatures with 4 or fewer HD are instead panicked. A successful saving throw negates this effect. This is a [Sonic] [Mind-Affecting] [Fear] effect. The save DC is Charisma-based.

Charging Fury (Ex): When a GOAT charges, it can make a full attack. It gains a +4 bonus to confirm critical hits on attacks during a charging fury.

GOAT Climb (Ex): A GOAT can climb on any surface as sure as solid ground. It treats Epic Climb Check DCs as halved and may take 10 on any Climb check.

GOAT Fall (Ex): A GOAT always takes minimum damage from falling and lands on its feet so long as it is conscious and able.

GOAT Rush (Ex): A GOAT may initiate a bull rush after hitting an opponent with either its horns or hooves. The GOAT does not move with its opponent nor does it provoke an attack of opportunity if it uses this special maneuver.

Nanny's Milk (Su): The nanny GOAT can be milked, producing four servings daily for a Medium creature. If this milk is consumed fresh (within 24 hours of being milked, regardless of preservation), the drinker is sated of both hunger and thirst for the next 40 days as well as having their HD total in HP restored, restoring nonlethal damage first, upon consumption.

Skills: GOATs have a +8 racial bonus on Climb and Jump checks.

Carrying Capacity: A light load for a GOAT is up to 459 pounds; a medium load, 460–919 pounds; and a heavy load, 920–1,380 pounds.



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Facts about "GOAT (3.5e Monster)"
AlignmentAlways neutral +
AuthorGanteka Future +
Challenge Rating16 +
EnvironmentExtraplanar plains, mountains, taiga or savannah +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeExtraplanar +
TitleGOAT +
TypeOutsider +