Goat
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Goat
Small-Size Animal
Hit Dice: ½d8 (3 hp)
Initiative: +2 (Dex)
Speed: 25 ft
AC: 14 (+2 Dex, +1 natural, +1 size)
Attacks: Gore +0 melee
Damage: Gore 1d4 -1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge
Special Qualities: Scent
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 8, Dex 15, Con 10, Int 2, Wis 11, Cha 4
Skills: Listen +6, Spot +3
Climate/Terrain: Any land
Organization: Herd (3-12)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium-size)
The statistics here describe the common goat.
Combat
A goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability.
Knockback (Ex): When a goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge. The size rules apply as normal to a knockback; since a goat is Small, it can only knockback Small creatures or smaller.
Improved Charge (Ex): A goat goat can charge if he moves in a straight line of at least 10 feet for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.
Goat, Dire
Medium-Size Animal
Hit Dice: 3d8 + 6 (19 hp)
Initiative: +2 (Dex)
Speed: 40 ft
AC: 15 (+2 Dex, +3 natural)
Attacks: Gore +5 melee
Damage: Gore 1d8 +3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge
Special Qualities: Scent
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 16, Dex 15, Con 14, Int 4, Wis 12, Cha 4
Skills: Listen +8, Spot +5
Climate/Terrain: Any land
Organization: Solitary or Herd (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large-size)
The dire goat has a reputation for a nasty temperament.
Combat
A dire goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability.
Knockback (Ex): When a dire goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The dire goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge.
Improved Charge (Ex): A dire goat can charge if he moves in a straight line of at least 15 feet for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.
[Edited to clarify Improved Charge ability]