Goat

Medium Beast, Unaligned


Armor Class 10
Hit Points 4 (1d8)
Speed 40 ft.

STR
12 (+1)
DEX
10 (+0)
CON
11 (+0)
INT
2 (-4, Standard) or 10 (+0, Awakened)
WIS
10 (+0)
CHA
5 (-3)

Senses passive Perception 10
Languages None (Standard) or One Language The Caster Knows (Awakened)
Challenge Rating 0 (0/10 xp)

Charge:If the 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 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.

Newfound Intelligence:Awakening this Pet means that they are no longer a Tamed Beast and must be taken as a Sidekick. This requires the character to have the Awaken spell, either by asking a fellow party member to cast it or by getting the spell naturally like Druids do, and requires the upfront cost of the spell to be paid first, A 1000 Gold Piece Agate, in addition to the normal costs of a Sidekick.

Actions

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

This attack is only usable if the goat moves at least 20 feet straight toward a target. (Charge has been applied to this attack.) Charged Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.