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Giant Goat

Large Beast, unaligned

CR 1/2

100 XP

AC: 11 (natural armor)
HP: 19 (3d10+3)
Speed: walk 40 ft.
Senses: passive Perception 11
Languages:
STR
17
+3
DEX
11
+0
CON
12
+1
INT
3
-4
WIS
12
+1
CHA
6
-2

Special Abilities

Charge

If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 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.

Actions

Ram

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Quick Reference

Challenge: CR 1/2
Type: Beast
Size: Large
Alignment: unaligned
Best for party of 4 at level 1-2

Running This Encounter

Giant Goats are straightforward combatants that rely on their Gore attack and charging tactics. Position them in rocky or mountainous terrain where their natural agility shines. They can be used as mounted creatures, obstacles, or territorial guardians. Consider using 2-3 Giant Goats together to create a moderate challenge.

Combat Tactics

Giant Goats charge at their opponents using their Gore attack, dealing 1d8+2 damage. They are not particularly intelligent and will pursue threats relentlessly, making them predictable but dangerous in groups.

Environment & Setting

Rocky highlands, mountains, steep hillsides, or rough badlands where their climbing ability provides tactical advantage. They may guard narrow passes or territorial areas.

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