Converting original D&D and Mystara monsters

Cleon

Legend
I'd rather make them Monstrous Humanoids, like the standard Goatfolk. Originally, they would have been extraplanar, but not any longer. I'm also not seeing the bit about being synthetic critters in the Goatmen of Kavaja document. Where is that?

If I remember correctly, one of them has Type: Construct in the document (which can mean artificial lifeform in BECMI, it's not just for lumps of matter like a Clay Golem).
 

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freyar

Extradimensional Explorer
Uggh, I see that. These seem pretty incoherent. If you really want to go with Outsider, maybe we should retroactively change the normal goatfolk. But I think I'd rather go with Monstrous Humanoid here and argue that they were originally "built" extraplanarly.
 

Cleon

Legend
Uggh, I see that. These seem pretty incoherent. If you really want to go with Outsider, maybe we should retroactively change the normal goatfolk. But I think I'd rather go with Monstrous Humanoid here and argue that they were originally "built" extraplanarly.

I'm thinking the more "mystical" ones like the Goatlings and Bielgorads are probably Outsiders, and when a Goatling crossbred with mortals they created Monstrous Humanoids like the Goatfolk (which I suspect is probably a goatling/goblinoid hybrid) as well as the halfing/goatfolk Ovinaur and the elf/goatfolk Caprine.

Although its tempted to make the Caprine a Fey, I think we're better of making it a Monstrous Humanoid too to distinguish it from the Satyr it so resembles.
 

freyar

Extradimensional Explorer
That's reasonable enough and gives us a decent amount of flavor to put in the goatling, ovinaur, and caprine. In that case, Outsider (native)?
 

Cleon

Legend
That's reasonable enough and gives us a decent amount of flavor to put in the goatling, ovinaur, and caprine. In that case, Outsider (native)?

Works for me.

A "Normal Goatling" is the equivalent to a 3rd level BECMI D&D fighter, so I'd go for 3 Hit Dice.

Time for a Working Draft methinks...
 

Cleon

Legend
Goatling Working Draft

Goatling
Medium Outsider (Goatkin, Native)
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 chain shirt, +1 small wooden shield) touch 10, flat-footed 15
Base Attack/Grapple: +3/+4
Attack: Battleaxe +5 melee (1d8+1/×3) or gore +4 melee (1d6+1)
Full Attack: Battleaxe +5 melee (1d8+1/×3) and gore –1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discerp, empowerment, goat magic, ram
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 12, Dex 11, Con 11, Int 12, Wis 8, Cha 9
Skills: Balance +2*, Climb +3*, Concentration +6, Diplomacy +4, Knowledge (arcana) +7, Knowledge (religion) +6, Knowledge (the planes) +7, Listen +4, Spellcraft +7, Spot +4, Survival –1 (+1 on other planes)
*includes –3 Armor Check penalty
Feats: Iron Will, Weapon Focus (battleaxe)
Environment: Any mountains
Organization: Solitary, gang (4-8 plus 1 róg of 2nd-4th level), band (20-50 plus 10% noncombatants plus 1 2nd-4th level róg per 10 adults and 1 dzwon of 5th-8th level), or tribe (30-300 plus 50% noncombatants plus 1 2nd-4th level róg per 10 adults, 1-13 dzwony of 5th-8th level and 1 župan of 5th to 12th level)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic
Advancement: By character class
Level Adjustment: +4

A fur-covered creature like a bipedal goat with humanoid arms and torso. It is clearly more than a beast, for it has clothes and equipment.

An ancient, mysterious race who live hidden in hills and mountains. Goatlings were originally created as slaves by the demon lord Bielgorna. They eventually rebelled and fled from the Abyss to the Prime Material Plane. The original goatlings are immortal extraplanar outsiders incapable of breeding. Through associating with humanoids, they learned to create native outsider goatlings who could reproduce themselves, albeit without the originals' immortality. It is these modern goatlings who are described in this entry. Some goatlings mingled with other races, leading to the creation of new goatkin races. Those who associated with halflings and dryads produced the ovinaur and caprine races, while others produced goatfolk. It is unknown what Prime Material lifeform contributed to the creation of goatfolk, but orcs or goblinoids are a lead suspect.

Most goatlings are isolationists, obsessed with the fear of being discovered by Abyssal fiends who will enslave or destroy them. They hide their civilization behind veils of magic and go to great length to suppress knowledge about them among non-goatkin.

Goatlings speak Common and their own language, goatspeech (or as say call it, "kozajęzyk"), which they share with ovinaur and caprine. They often speak additional languages, usually Abyssal or one of the dialects spoken by their goatfolk cousins.

A goatling has the same height and weight as a human (their height does not include its horns).

Combat
Goatlings typically enter combat by ramming, following that up by attacking with a battleaxe. However, they are as capable of complicated strategies as any human, frequently making use of magic and their empowerment abilities in combat.

Discerp (Su): Once per month, a goatling can drain energy from an undead creature or a creature with the Extraplanar subtype. The victim must be physically or magically restrained in some way. Each minute that the goatling concentrates on discerping, the victim gains a negative level (positive level in the case of undead) and the goatling gains 10 empowerment points. A goatling can discerp a maximum number of levels equal to its HD. If the victim has as many negative levels as HD, it falls unconscious rather than dying. Negative levels are recovered at the rate of 1/day and never become permanent. A goatling may never have more empowerment points than 10 times its Hit Dice.

Empowerment (Su): Any goatkin able to obtain empowerment points with a Discerp ability (see above) can expend those points to enhance its abilities. Using empowerment is a swift action unless it is stated otherwise below. Goatkin can only use empowerment once per round, but they can enhance themselves with multiple empowerments they made on separate rounds. A goatkin can use empowerment for the following benefits:

  • Attack: The goatkin gains a +1 enhancement bonus to its next attack roll (including spells, spell-like abilities, and natural weapons) for every empowerment point it expends (maximum bonus +5). If the goatkin does not make an attack roll within three rounds, the empowerment point is wasted.
  • Damage: The goatkin gains a +1 enhancement bonus to its next damage roll (including spells, spell-like abilities, and natural weapons) for every empowerment point it expends (maximum bonus +5). If the goatkin does not make a damage roll within three rounds, the empowerment point is wasted.
  • Checks: The goatkin gains a +1 enhancement bonus to its next skill or ability check for every empowerment point it expends (maximum bonus +5). If the goatkin does not make a skill or ability check within three rounds, the empowerment points are wasted.
  • Armor Class: The goatkin gains a +1 enhancement bonus to its natural armor bonus for every 2 empowerment points it expends (maximum bonus +5). This empowerment lasts for three rounds.
  • Saves: The goatkin gains a +1 bonus to its next saving throw for every 2 empowerment points it expends (maximum bonus +5). If the goatkin does not make a saving throw within three rounds, the empowerment points are wasted.
  • Spell Magnitude: The next spell (or spell-like ability) the goatkin casts gains a +1 enhancement bonus to its caster level for every 2 empowerment points it expends (maximum bonus +5 caster levels). For standard spells, this caster level bonus only applies to the spell's range, duration and checks to overcome spell resistance and does not increase any other level-based variable (damage, area of effect, number of targets, et cetera). Goatkin have special spells that have the spell magnitude empowerment bonus apply to all their level-based variables, including every spell in the Goat Magic section (see below). If the goatkin does not cast a spell within three rounds, the empowerment points are wasted.
  • Fate: As an immediate action, a goatkin can expend 10 empowerment points to reroll any check or roll. The goatkin must accept the result of the reroll.
  • Life Protection: A goatkin with at least 15 empowerment points who is dead or dying can protect its life by spending all its empowerment points as an immediate action. The goatkin instantly becomes stable at 0 hp. If the goatkin died from Constitution loss or energy drain it stabilizes at Con 1 or 1 HD as appropriate. A goatkin that has been struck dead must use this ability immediately if it wishes to save its life, it cannot wait until after the moment of its death then revive itself. Goatkin can use life protection when they are otherwise unable to act (stunned, paralyzed, unconscious, helpless et cetera).
Goat Magic (Sp): A goatling with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

Goatling Spell-Like Abilities
HDAbilities
1-2detect magic, protection from evil
3-4binding circle
5-6dispel magic, occultation
7-8dimension door, sunfire whip
9-10contact outer plane (1/week), magic jar (1/month)
11-14antimagic field, binding cage (1/month)
15+summon coven (1/month)

Ram (Ex):
If a goatling hits with a gore attack as part of a charge, it deals double damage (2d6+2) and can attempt to bull rush the opponent as a free action without provoking an attack of opportunity. The goatling gets a +2 racial bonus on the bull rush's opposed Strength check, giving a typical goatling's ram attack a +3 check modifier.

Goatlings As Characters
Goatling characters possess the following racial traits.

  • +2 Strength, +2 Intelligence, -2 Wisdom, -2 Charisma.
  • Size Medium.
  • A goatling's base land speed is 30 ft.
  • Racial Hit Dice: A goatling begins with three levels of outsider, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
  • Racial Skills: A goatling's outsider levels give it skill points equal to 6 × (8 + Int modifier). Its class skills are Balance, Climb, Concentrate, Diplomacy, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Listen, Spellcraft, Spot
  • Racial Feats: A goatling's outsider levels give it two feats.
  • Special Attacks: Discerp, empowerment, goat magic, ram.
  • Special Qualities: Darkvision 60 ft.
  • Automatic Languages: Common and Goatspeech. Bonus Languages: Abyssal, Draconic, Giant, Goatfolk, Goblin, Orc.
  • Favored Class: Wizard.
  • Level Adjustment: +4.
Immortal Goatlings
The original goatlings who fled from Bielgorna's slavery were immortal, and a few still survive on the Prime Material Plane. They are identical to their mortal descendants in appearance but tend to be far more powerful, due to their great age and experience. Most surviving immortal goatlings are high level spellcasters. They differ from regular goatlings in the following ways:

All immortal goatlings possess the following traits:

The subtypes of an immortal goatling are Chaotic, Extraplanar and Goatkin. Their native plane is the Abyss, but they do not have the Evil subtype possessed by most natives of that fiendish realm.

An Immortal goatling needs to breathe, eat and sleep.

Ageless (Ex): An immortal goatling is immune to aging damage and aging penalties. They have no maximum age limit, so can never die from aging. An immortal goatling still benefits from all positive effects of age, such as the mental ability bonuses granted by reaching middle age, old or venerable.

Plane Shift (Sp): Once per month an immortal goatling can enter the Abyss, the Astral Plane, or the Material Plane. This ability transports the goatling and up to eight other creatures, provided they all link hands with the goatling. It is otherwise similar to the spell of the same name (caster level 9th or the goatling's HD, whichever is higher).

Goat Magic Spells

Binding Cage
Conjuration (Summoning)
Level: Goat 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 minute
Area: A circle with a radius up to 5 ft. per 2 levels
Duration: 1 week/level (plus see below)
Saving Throw: Will negates (see below)
Spell Resistance: No

This spell creates an invisible magical trap that can restrain an undead creature or a creature with the Extraplanar subtype. The caster must trace out a circle and mark it with runes that identify what creature the binding cage will trap, either by type, subtype, species, or truename (e.g. "Undead", "Tanar'ri", "Lantern Archon", or "Rexpluff the Dust Mephit"). The circle and its runes are clearly visible to any creature using see invisibility, arcane sight or true seeing.

The binding cage is triggered when a creature that matches the rune identification attempts to exit the circle. A binding cage can trap multiple creatures with the same identification if they are all within the circle when it triggers. When triggered, an invisible spherical cage of force appears that encompasses the circle and all creatures within it. In addition, the triggering creatures must succeed at a Will save or be shackled by magically conjured chains. If the binding cage's caster level is more than twice the Hit Dice of a triggering creature, it increases the save DC by 2.

Victims shackled by the chains are fixed to the space they are in, but can still act. The chains are impervious to magic and all types of energy damage, prevent dimensional travel of any kind, and can restrain a victim regardless of its shape, substance, or plane of existence - meaning a victim cannot escape by using teleportation, shapechanging, etherealness or gaseous form abilities.

A victim can only escape the chains by sheer brute force. The chains can be shattered with a Strength check (Break DC equals caster level plus 12) or a single attack that inflicts damage that's at least twice the caster level. If the chains are broken they vanish instantly but the victim is still confined within the cage of force, which remains for the duration of the binding cage spell.

The spherical cage of force has the same properties as the barred form of a forcecage spell, except its bars are far enough apart to allow the passage of creatures of Tiny size or smaller.

A binding cage is immune to dispel magic. A disintegrate spell can destroy all or part of the cage of force, but cannot affect the chains. The spherical cage of force vanishes when the spell's duration expires, but the magical chains remain and continue to restrain their victims for another 1 week per caster level (so the chains have a total duration of 2 weeks per level). The continued existence of the chains allows a spellcaster to place a new binding cage around the shackled victim to replace an binding cage whose duration has expired.

A binding cage is only be triggered once. Other creatures of the specified target class that enter and exit the circle after it is triggered will not be shackled.

The chains of a binding cage can be made permanent with a permanency spell at a cost of 3,000 XP. The cage of force aspect of the spell still has its normal duration.

Binding Circle
Conjuration (Summoning)
Level: Goat 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 minute
Area: A circle with a radius up to 1 ft. per level
Duration: 1 day/level
Saving Throw: Will negates (see below)
Spell Resistance: No

This spell creates an invisible magical trap that can restrain an undead creature or a creature with the Extraplanar subtype. The caster must trace out a circle and mark it with runes that identifies what creature the binding circle will trap, either by type, subtype, species, or truename (e.g. "Undead", "Tanar'ri", "Lantern Archon", or "Rexpluff the Dust Mephit"). The circle and its runes are clearly visible to any creature using see invisibility, arcane sight or true seeing.

The binding circle is triggered when a creature that matches the rune identification attempts to exit the circle. A binding circle can trap multiple creatures with the same identification if they are all within the circle when it triggers, providing their total Hit Dice does not exceed the caster level of the spell. If the triggering creature(s) have more Hit Dice than the spell's caster level, the binding circle automatically collapses and is dispelled. Less powerful triggering creatures must succeed at a Will save or be bound by the spell. If the binding circle's caster level is more than twice the Hit Dice of the triggering creature, it increases the save DC by 2.

A victim bound by the spell is immobilized and helpless, but can still perform purely mental actions. Victims instantly regain mobility if they leave the circle, either by being carried out by allies or by using a purely mental transport power of their own, such as a still silent ethereal jaunt spell or the psionic dimension door psionic power. The binding circle will end if all the creatures it has trapped leave its circle. If they don't escape the circle, they remain immobilized until the spell is dispelled or its duration runs out.

A binding circle can only be triggered once. Other creatures of the specified target class can freely enter and exit the circle once it has been been triggered.

A spellcaster can have only one binding circle spell at a time; if a second is cast, the first one (if still active) is dispelled.

Occultation
Abjuration
Level: Bard 4, Goat 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 minute
Area: A circle with a radius up to 5 ft. per two levels
Duration: 13 hours plus 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless, object)

The warded area becomes difficult to perceive by divination spells such as clairaudience/clairvoyance, scry, locate object or detect spells. It also prevents location by such magic items as crystal balls. If a divination is attempted against a creature or item within the area warded by this spell, the caster of the divination must succeed on a caster level check against a DC of 11 + the caster level of the spellcaster who cast occultation or the divination fails.

The spellcaster who cast occultation does not need to make caster level checks to use divination in the spell's area of effect.

Summon Coven
Every goatkin who contributes to a summon coven empowerment points pool is considered a "caster" when an occultation is enhanced using that pool; the resulting occultation does not ward against those goatkin's divinations.

Summon Coven
Summoning (Conjuration)
Level: Goat 7, Clr 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 4 hours
Range: See text
Effect: See text
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

The summon coven spell is a powerful magic that allows a group of goatkin capable of casting Goat Magic to amass a pool of empowerment points and then use those points to empower additional spellcasting. This spell requires at least 3 goatkin spellcasters, who all cast summon coven simultaneously, plus a congregation of at least 4 other goatkin of 15th level or higher. The spellcasters who cast summon coven must nominate one of their number as the "head" of the coven, they must all agree who this head is or the spell fails. The spell also requires a focus component called a tabernacle, a ritual chest that holds the empowerment point pool created by the spell. The spellcasters must be within 30 feet of the tabernacle to cast summon coven or to concentrate on maintaining the spell (see below).

Gathering Power: This spell creates a pool of empowerment points equal to the total HD of all participating goatlings who are willing to sacrifice their Goat Magic spell-like abilities for the day while the spell is being cast. Ovinaurs and caprines can also sacrifice their spell-like abilities, but their Goat Magic is weaker so it only produces one empowerment point for every 2 HD of these goatkin who contribute. A goatkin must be within long range of the tabernacle to transmit power to it (400 ft. plus 40 ft. per caster level of the summon coven).

If a goatkin has already used any of its daily Goat Magic abilities that day, it is unable to contribute any empowerment points to the pool. Goatkin who already used a weekly or monthly Goat Magic ability can still contribute empowerment points to the pool, but the spell-like ability takes twice the normal length of time to replenish. e.g. a goatkin who used its 1/week contact outer plane ability five days ago would normally be able to use it again in two days time (5 + 2 = a week's 7 days); but if it contributes all its Goat Magic to a coven's pool, it would need to wait 9 days before using its contact outer plane ability again (5 + 9 = 14 days, or two weeks). This rule does not apply if a goatkin uses its 1/month summon coven ability to become one of the three spellcasters who creates the coven. In such a case, the goatkin need only wait a month to reuse its summon coven ability.

Once cast, a summon coven ends if all of the goatkin spellcasters who cast the spell stop concentrating upon it, if the coven head loses consciousness, or if any of the spellcasters chooses to dismiss the spell. So long as at least one of the spellcasters is concentrating on the summon coven, the other spellcasters can perform other actions (or rest) without interrupting the summon coven spell; this allows the casters to take turns concentrating. The pool of empowerment points dissipates when the spell ends.

Drawing Power: The head of the coven can draw empowerment points from the tabernacle and use them to enhance the next spell they cast. Up to 10 empowerment points can be drawn for every round spend drawing power. Certain goat magic spells allow for special enhancements when empowered using summon coven. These are detailed in the individual spell descriptions - see binding cage and occultation for examples.

Drawing power from the tabernacle is a standard action that requires concentration. If the concentration is interrupted (as per interrupting a spell), the coven head loses the empowerment points they have drawn so far, but can begin drawing again on their next turn.

Focus: The tabernacle, a well crafted ritual chest constructed by master crafters. The tabernacle never costs less than 750 gp and is approximately 5 feet long, 3 feet wide, and 4 feet tall.

See Tabernacle of the Ram for an alternative focus.

Sunfire Whip
Evocation
Level: Goat 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Effect: One whip
Duration: 1 round/caster level or until discharged
Saving Throw: None or Reflex (see below)
Spell Resistance: No

This spell creates a whiplike strand of energy in the caster's hand. The caster can attack any target within a 30-foot reach as if the sunfire whip were a melee weapon, except the caster does not threaten the area within the whip's reach. Its attack bonus is equal to the caster's base attack bonus plus the bonus of the caster's key casting statistic (e.g. Charisma for a sorcerer), plus a +1 enhancement bonus. A sunfire whip's enhancement bonus increases to +2 against extraplanar creatures, +3 against undead and chaotic or evil outsiders, and +4 against chaotic evil outsiders such as demons.

A sunfire whip does 3d6 damage, plus the whip's enhancement bonus (see above). It does double damage (6d6) to undead, chaotic or evil outsiders, and creatures to which sunlight is harmful or unnatural.

If the sunfire whip scores a critical hit, the target becomes entangled for 1d4 rounds as if they were trapped in a net attached to the caster by a 30 ft. long trailing rope (q.v. Net, except there are no size restrictions). Every round a target is entangled by the sunfire whip they automatically take damage on the caster's initiative (3d6 or 6d6 plus enhancement bonus, as above). The caster cannot attack other opponents with the sunfire whip while it entangles a target, but the caster can release the entangled target at any time as a free action. The entangled target can also escape by succeeding at an Escape Artist check or Strength check against a DC of 20 plus the caster's level.

The caster can discharge a sunfire whip as a standard action. This inflicts the sunfire whip's damage (3d6 or 6d6 plus enhancement bonus) to all creatures within 30 feet but allows a Reflex save for half damage. Discharging the sunfire whip ends the spell.

Tabernacle of the Ram
The tabernacle of the ram is an artifact that enhances the effectiveness of the summon coven spell. It appears as a massive ebony chest supporting a large glowing silver disc atop its lid. The chest is carved with ram's heads on the sides and gold-plated goatling torsos at each corner. It is set with gilded handles and poles that allow up to a dozen Medium humanoids to carry the tabernacle on their shoulders.

The artifact continually emanates a 30 foot radius protection from evil effect. The silver light from the disc is as bright as a daylight spell (60-foot radius illuminated as full daylight, plus an additional 60-foot radius of dim light).

If summon coven is cast using the tabernacle of the ram as its focus, the spell's gathering power effect has a range of 1 mile per caster level and participating goatkin do not need line of effect to sacrifice their spell-like abilities to the tabernacle. The pool of empowerment points created by a summon coven spell can remain in the tabernacle of the ram for up to 1 month without a spellcaster's concentration. If the artifact already contains an empowerment pool from a previous casting of summon coven, the tabernacle will contain whichever of the pools contains the most empowerment points (the newly gathered pool or the previous pool) and allows the leader of the current summon coven to access this pool. Do not add the empowerment points of both pools together.

The head of a summon coven spell can draw up to 100 empowerment points per round from the tabernacle of the ram, ten times the maximum rate of a normal tabernacle.

Strong abjuration, conjuration, and evocation [good]; caster level 20th; Weight 900 lbs.

Originally appeared in Goatmen of Kavaja (Bruce Heard, 2012).
(sourced from http://bruce-heard.blogspot.co.uk/2012/05/goatmen-of-kavaja.html.)

Published with permission from Bruce Heard.
 
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Cleon

Legend
That's reasonable enough and gives us a decent amount of flavor to put in the goatling, ovinaur, and caprine. In that case, Outsider (native)?

I suggested adding Chaos as a subtype for the Outsider Goatling. What do you think of the idea?

We could restrict it to the Extraplanar version, I guess.

What shall we call that by the way?

An Ancestor Goatling?
 

freyar

Extradimensional Explorer
Are there extra stats for the ancestral version? I don't think I saw any, though I could have missed them. I guess I would save the Chaos subtype for the Extraplanar version and just mention in an underbar that the ancestral goatlings would have had both those subtypes.
 

Cleon

Legend
Are there extra stats for the ancestral version? I don't think I saw any, though I could have missed them. I guess I would save the Chaos subtype for the Extraplanar version and just mention in an underbar that the ancestral goatlings would have had both those subtypes.

I don't think there's anything mechanical, just flavour.

If I remember correctly, it says they're immortal and most of the extant ones are so old they've gained a lot of character levels.

I'd probably make them immune to aging and disease attacks, at a minimum.

We could do a "Sample Elder Goatman" as part of the conversion, I suppose.
 

freyar

Extradimensional Explorer
I still don't even see the flavor. However, I'd be amenable to an underbar stating that there are ancestral goatlings with lots of character levels who are immune to aging (funny, I don't see it in the type rules, but I thought Outsiders often are anyway). I'm not sure why they'd necessarily be immune to disease, though. I also don't see the need for a full statblock.

Moving on:
Regular goatfolk have Str 11, Dex 15, Con 13, Int 10, Wis 8, Cha 8. The Goatmen of Kavaja document suggests "Goatlings have a -1 penalty to Charisma and Wisdom. However, a +1 bonus may be applied to Strength and Intelligence, or a single +2 bonus to one of these two abilities at the player's option." So that looks ok, although the low Cha will hurt the SLAs for the "goat magic." I'd probably raise Cha to at least 10 maybe at the cost of a little Dex. What do you think?
 

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