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Goat

Medium Beast, unaligned

CR 0

10 XP

AC: 10
HP: 4 (1d8)
Speed: walk 40 ft.
Senses: passive Perception 10
Languages:
STR
12
+1
DEX
10
+0
CON
11
+0
INT
2
-4
WIS
10
+0
CHA
5
-3

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 2 (1d4) bludgeoning 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.

Actions

Ram

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Quick Reference

Challenge: CR 0
Type: Beast
Size: Medium
Alignment: unaligned
Best for party of 4 at level 1

Running This Encounter

Goats are best used as environmental hazards or comedy encounters rather than serious threats. Use them to block passages, charge at unsuspecting players, or create tense moments in narrow mountain paths. Consider using 3-5 goats together to pose any real danger to low-level parties. They work well as recurring nuisances or as distractions during larger encounters.

Combat Tactics

Goats will charge at anything that moves, using their ram attack indiscriminately. They have no tactical awareness and will continue charging even against superior forces, making them unpredictable obstacles rather than intelligent opponents.

Environment & Setting

Mountain passes, rocky highlands, farmland, and cliff faces are ideal goat habitats. These creatures thrive in difficult terrain where their climbing abilities and ram attacks become environmental hazards.

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