Neutral Man-sized Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 5-20
SURPRISE: 17%
SENSES: night vision
ARMOR CLASS: 7
SPEED: 15''
HIT DICE: 1 + 2 (hp 6)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 18
MELEE: gore (1d3)
SPECIAL ATTACKS: charging gore - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +2%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: II (XP 24 + 2 per hp)
Neutral Large Monster (animal, mammal)
FREQUENCY: Rare
NO. APPEARING: 1-12
SURPRISE: 17%
SENSES: night vision
ARMOR CLASS: 7
SPEED: 18''
HIT DICE: 3 + 1 (hp 15)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 15
MELEE: gore (2d8)
SPECIAL ATTACKS: charging gore - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +11%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III (XP 85 + 4 per hp)
Goats inhabit areas of scrub growth on hills, plains, and in mountainous regions. All attack only if cornered. Buck goats may charge, thereby gaining +2 on their to-hit roll and an additional 1-2 points of damage. A herd will consist of 1-2 bucks and up to 12 does, and the remainder will be kids (noncombatants).
Giant Goat. These reclusive herbivores dwell in hilly country. They will aggressively defend themselves from any threat. If giant goats charge, they add +4 to damage inflicted when they hit (6-20 hit points). Their weapons are two long, sharp horns. They attack by butting with them. In rare cases these creatures have been tamed to serve as steeds.
If more than 7 of these creatures are encountered the remainder will be young (roll percentile dice to determine size, halving the number rolled and adding it to 50%).