Bokereyder’s Feral Goat

Medium beast, neutral evil

Armor Class 12 (natural)
Hit Points 22 (4d8+4)
Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 8 (-1)

Skills Athletics +6, Perception +4
Damage Resistances poison
Condition Immunities disease, poison
Senses passive Perception
Languages
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Charge. If the feral goat moves at least 20 feet before making an attack on the same round, the target takes an additional 5 (1d6) damage and must make a DC 12 Strength save or be knocked prone.
  • Keen Senses. The feral goat companion gains advantage on Perception checks that involve smell.
  • Mountain Born. The feral goat companion gains advantage on Strength and Dexterity ability checks.

ACTIONS

  • Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 (7) bludgeoning damage.
  • Stomp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 (6) slashing damage.

ABOUT

Snarks were once native to the primal world of the fey. As with other legendary creatures from this realm, such as the bandersnatch, jabberwock, and jubjub bird, snarks belong to a group of creatures known collectively as the “Tane” of which it, and not the jubjub bird as previously thought, is the least powerful.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

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