Neutral Man-sized Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 5-20
SURPRISE: 17%
SENSES: night vision; sense invisible (20%; scent)
ARMOR CLASS: 7
SPEED: 150 ft.
HIT DICE: 1 + 2 (hp 6)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 18
MELEE: gore (1d3)
SPECIAL ATTACKS: powerful charge; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +7%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: II (XP 24+2 per h.p.)
Powerful Charge. A male goat that charges does an extra 1d2 damage.
Neutral Large Monster (animal, mammal) (5-ft.+ at shoulder)
FREQUENCY: Rare
NO. APPEARING: 1-12
SURPRISE: 17%
SENSES: night vision; sense invisible (20%; scent)
ARMOR CLASS: 7
SPEED: 180 ft.
HIT DICE: 3 + 1 (hp 14)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 15
MELEE: gore (2d8)
SPECIAL ATTACKS: powerful charge; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +20%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL:
Powerful Charge. A giant goat that charges gains a +4 bonus to it's gore attack roll and does double damage.
These creatures dwell in hills or mountains and defend themselves against any threat. If more than seven are encountered, the remainder are kids. A kid raised by humanoids will serve as a mount.