Wednesday, April 8, 2015

A-Z Challenge - G is for Goatman


Goatmen are a monstrous melding of man and goat created through the use of chaotic magic. Created long ago by (hopefully) long dead sorcerer kings, the race bred true. Naturally servile, they tend to serve powerful chiefs and agents of chaos (particularly cultists, priests, and wizards with corruption).

Goatman: Init +1, Atk axe +2 melee (1d8) or ram +5 (2d8);  AC 14; HD 2d8; MV 30'; Act 1d20; SP infravision 60' SP Fort +2, Ref +0, Will +0; AL C

A goatman can make a devastating charge attack against opponent. The goatman moves 30' feet and makes a ram attack (as above). If the attack is successful it's opponent must make a DC 12 Ref check or be knocked down.

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