This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves.
Trespassers on the Rites. The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods with a Thousand Young adopted him as its servant and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat’s service.
Bleating Speech. A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore. Rows of transparent, needle-like teeth fill its mouth; these teeth are malformed and make clear speech impossible for goat-men, though they understand others’ speech perfectly well.
Serve Foul Cults. Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard ritual sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.
Medium monstrosity, chaotic evil
Armor Class 14 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 40 ft.
|19 (+4)||14 (+2)||14 (+2)||10 (+0)||13 (+1)||8 (–1)|
Saving Throws Dex +4
Skills Acrobatics +4, Athletics +6, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons that aren’t silvered
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 11
Languages Common, Giant, Trollkin, but cannot speak
Challenge 3 (700 XP)
Headbutt. If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action.
Multiattack. The goat-man makes one bite attack and one slam attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
But this is where we must stop for now, my friend. My mind, it wanders so at times. Do come see me again, though, for more of the wonders and surprises of Midgard. (OGL)