The Devil Goat

The devil goat is a subtle deceiver that most of the time appears to be nothing more than a normal goat. It insinuates itself among common beasts, and it waits and watches, yearning to discover petty jealousies and complaints that it can magnify through cunning combinations of falsehood and truth. In the hierarchy of hell, devil goats and imps occupy the same level. Devil goats are found throughout the infernal realms in the service of greater devils. They act as messengers and spies, but, unlike imps, seldom serve any mortal master, no matter how evil. Instead, devil goats seek to swell the ranks lemures by corrupting mortals, leading them along wicked paths toward self-destruction.

“Wouldst thou like to live deliciously?”

Devil Goat
Medium fiend (devil), lawful evil

Armor Class 13 (natural armor)
Hit Points 39 (6d8+12)
Speed 40 ft.
Ability Scores STR 16 (+3), DEX 14 (+2), CON 15 (+2), INT 6 (-2), WIS 14 (+2), CHA 9 (-1)

Saving Throws CON +4, WIS +4
Skills Deception +5, Insight +4, Perception +4, Persuasion +5, Stealth +4
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Common, Infernal, telepathy 120 ft. (the devil goat cannot speak)
Challenge 2 (450 XP)

Charge. If the devil goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Devil’s Sight. Magical darkness doesn’t impede the goat devil’s darkvision.

False Appearance. When it acts appropriately, the devil goat is indistinguishable from a normal goat.

Magic Resistance. The goat devil has advantage on saving throws against spells and other magical effects.

Sure-Footed. The devil 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: 7 (1d8+3) bludgeoning damage.

Shadow Walk When the devil goat is in dim light or darkness, it can teleport up to 80 feet to an unoccupied space it can see that is also in dim light or darkness. Immediately after doing so, as a bonus action, the devil goat may take the Hide action.

June 24th, 2018  in RPG No Comments »

Leave a Reply

*