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That's actually pretty cool. I especially like the 'improved charge'. I was going to convert the goat from the 1st edition MMII, but in many ways your small sized goat is more typical of the domestic goats kept worldwide and have not alot to add to it.

I do have a couple of tiny nitpicks:

1) Monsters with only one attack form add 1 1/2 times their strength modifier to the damage, so the damage from the dire goat charge should be 1d8+5.

2) Since the small version of the goat represents a domestic animal, the dire animal should be built up from a wild animal. Wild goats tend to be medium sized animals, so I should think that a Dire Goat would be large sized. The 1d8 damage you give is more suited to a large creature anyway, though I'd probably choose 2d4 myself (inline with a greatclub). I'd probably raise the base HD of the dire goat to five. Also, considering that a dire pig has 27 STR (and even a dire bat has 18 Str), I think your dire goat's strength of 16 is a little low. Maybe bump the STR to 20, making the final damage 2d4+7.

3) Goats have a reputation as being very hardy and durable animals. I think both the goats should have CON of at least 15, and maybe even 19 for the dire goat (because it should be healthier than any natural large size creature except maybe a dire bull). This puts it's health in line with a dire bear (another large dire creature).

4) Also, if we are going to be strict about it, animal types cannot have greater than 2 INT. So the int 4 for the Dire Goat needs to be dropped down for the non-celestial versions at least.

Other than that, looks worthy for print.

On a final note, I think that Thor's goats, Tanngrisner and Tanngjost, should be maximally Advanced (15 HD) Huge Paragon Dire Goats (510 h.p. each if I count correctly), with the special ability Perfect Reincarnation (Su): As long as Thor lives, the goats are restored to perfect health at the break of each new day.
 
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Hey all,

In my homebrew world, Thor is a Chaotic Neutral god of Air, War, Strength and Chaos. I minimally modified the "Celestial" template to create a "Chaos" template -- the only real difference is that the creature gets Smite Law instead of Smite Evil.

Here are some summonable goats I came up with. Please flame away at my inevitable mistakes -- these are my first scaled-up creatures, and I want to get better at this stuff.

Thanks, -- Nifft


b]Juvenile Chaos Goat[/b] (Small Magical Beast)
Hit Dice: 1d8 (4 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 (Small), Improved Charge, Smite Law +1
Special Qualities: Scent, Elemental Resistance 5 (Acid, Cold, Electricity), Darkvision 60', SR 2
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 8, Dex 15, Con 10, Int 3, Wis 11, Cha 4
Skills: Listen +6, Spot +3
Challenge Rating: 1/2
Alignment: Chaotic Neutral


Young Chaos Goat (Small Magical Beast)
Hit Dice: 2d8 (9 hp)
Initiative: +2 (Dex)
Speed: 25 ft
AC: 14 (+2 Dex, +1 Natural, +1 Size)
Attacks: Gore +1 melee
Damage: Gore 1d4
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Knockback (Small), Improved Charge, Smite Law +2
Special Qualities: Scent, Elemental Resistance 5 (Acid, Cold, Electricity), Darkvision 60', SR 4
Saves: Fort +3, Ref +5, Will +0
Abilities: Str 10, Dex 15, Con 10, Int 3, Wis 11, Cha 4
Skills: Listen +8, Spot +4
Challenge Rating: 1
Alignment: Chaotic Neutral


Chaos Goat (Medium Magical Beast)
Hit Dice: 3d8 +3 (16 hp)
Initiative: +1 (Dex)
Speed: 25 ft
AC: 14 (+1 Dex, +3 Natural)
Attacks: Gore +2 melee
Damage: Gore 1d6 +1
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Knockback (Medium), Improved Charge, Smite Law +3
Special Qualities: Scent, Elemental Resistance 5 (Acid, Cold, Electricity), Darkvision 60', SR 6
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 12, Dex 13, Con 12, Int 3, Wis 11, Cha 4
Skills: Listen +10, Spot +5
Challenge Rating: 2
Alignment: Chaotic Neutral



Half-Dragon Goat (Red, fire subtype) (Medium Dragon)
Hit Dice: 3d10 +6 (23 hp)
Initiative: +1 (Dex)
Speed: 25 ft
AC: 18 (+1 Dex, +7 Natural)
Attacks: Gore +6 melee, Bite +6, 2x Claw +4
Damage: Gore 1d6+5, Bite 1d6+5, Claw 1d4+5
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Knockback (Medium), Improved Charge, Breath Weapon
Special Qualities: Scent, Subtype (Fire), Immunity: Sleep & Paralysis, Low-Light Vision, Darkvision 60'
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 20, Dex 13, Con 14, Int 5, Wis 11, Cha 6
Skills: Listen +10, Spot +5
Challenge Rating: 3
Alignment: Chaotic Evil

Breath Weapon: Cone of Fire 30' (2d10, DC 17)


Half-Dragon Goat (Black, water subtype) (Medium Dragon)
Hit Dice: 3d10 +6 (23 hp)
Initiative: +1 (Dex)
Speed: 25 ft
AC: 18 (+1 Dex, +7 Natural)
Attacks: Gore +6 melee, Bite +6, 2x Claw +4
Damage: Gore 1d6+5, Bite 1d6+5, Claw 1d4+5
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Knockback (Medium), Improved Charge, Breath Weapon
Special Qualities: Scent, Immunity (Acid), Immunity: Sleep & Paralysis, Low-Light Vision, Darkvision 60'
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 20, Dex 13, Con 14, Int 5, Wis 11, Cha 6
Skills: Listen +10, Spot +5
Challenge Rating: 3
Alignment: Chaotic Evil
Feats: Power Attack

Breath Weapon: Line of Acid 60' (4d4, DC 16)


Half-Dragon Goat (Brass, fire subtype) (Medium Dragon)
Hit Dice: 3d10 +6 (23 hp)
Initiative: +1 (Dex)
Speed: 25 ft
AC: 18 (+1 Dex, +7 Natural)
Attacks: Gore +6 melee, Bite +6, 2x Claw +4
Damage: Gore 1d6+5, Bite 1d6+5, Claw 1d4+5
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Knockback (Medium), Improved Charge, Breath Weapon
Special Qualities: Scent, Subtype (Fire), Immunity: Sleep & Paralysis, Low-Light Vision, Darkvision 60'
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 20, Dex 13, Con 14, Int 5, Wis 11, Cha 6
Skills: Listen +10, Spot +5
Challenge Rating: 3
Alignment: Chaotic Good
Feats: Power Attack

Breath Weapon: Line of Fire 60' (3d6, DC 16)


Half-Dragon Goat (Copper, earth subtype) (Medium Dragon)
Hit Dice: 3d10 +6 (23 hp)
Initiative: +1 (Dex)
Speed: 25 ft
AC: 18 (+1 Dex, +7 Natural)
Attacks: Gore +6 melee
Damage: Gore 1d6+5
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Knockback (Medium), Improved Charge, Breath Weapon
Special Qualities: Scent, Immunity (Acid), Immunity: Sleep & Paralysis, Low-Light Vision, Darkvision 60'
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 20, Dex 13, Con 14, Int 5, Wis 11, Cha 6
Skills: Listen +10, Spot +5
Challenge Rating: 3
Alignment: Chaotic Good
Feats: Power Attack

Breath Weapon: Line of Acid 60' (4d4, DC 16)


Very Young Dire Chaos Goat (Medium Magical Beast)
Hit Dice: 3d8 + 6 (20 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 (Medium), Improved Charge, Smite Law +3
Special Qualities: Scent, Elemental Resistance 5 (Acid, Cold, Electricity), Darkvision 60', SR 6
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
Challenge Rating: 2
Alignment: Chaotic Neutral


Young Dire Chaos Goat (Medium Magical Beast)
Hit Dice: 4d8 + 8 (26 hp)
Initiative: +2 (Dex)
Speed: 40 ft
AC: 15 (+2 Dex, +3 natural)
Attacks: Gore +6 melee
Damage: Gore 1d8 +3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback (Medium), Improved Charge, Smite Law +4
Special Qualities: Scent, Elemental Resistance 10 (Acid, Cold, Electricity), Darkvision 60', SR 8, DR 5/+1
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 16, Dex 15, Con 14, Int 4, Wis 12, Cha 4
Skills: Listen +9, Spot +6
Challenge Rating: 3
Alignment: Chaotic Neutral


Young Adult Dire Chaos Goat (Large Magical Beast)
Hit Dice: 5d8 + 15 (37 hp)
Initiative: +1 (Dex)
Speed: 40 ft
AC: 16 (+1 Dex, +5 natural)
Attacks: Gore +6 melee
Damage: Gore 2d6 +7
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback (Large), Improved Charge, Smite Law +5
Special Qualities: Scent, Elemental Resistance 10 (Acid, Cold, Electricity), Darkvision 60', SR 10, DR 5/+1
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 24, Dex 13, Con 16, Int 4, Wis 12, Cha 4
Skills: Listen +10, Spot +7
Challenge Rating: 4
Alignment: Chaotic Neutral


Dire Chaos Goat (Large Magical Beast)
Hit Dice: 6d8 + 18 (45 hp)
Initiative: +1 (Dex)
Speed: 40 ft
AC: 16 (+1 Dex, +5 natural)
Attacks: Gore +7 melee
Damage: Gore 2d6 +7
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback (Large), Improved Charge, Smite Law +6
Special Qualities: Scent, Elemental Resistance 10 (Acid, Cold, Electricity), Darkvision 60', SR 12, DR 5/+1
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 24, Dex 13, Con 16, Int 4, Wis 12, Cha 4
Skills: Listen +11, Spot +8
Challenge Rating: 5
Alignment: Chaotic Neutral


Half-Celestial Dire Goat (Large Outsider)
Hit Dice: 7d8 + 35 (67 hp)
Initiative: +2 (Dex)
Speed: 40 ft, fly 80 ft (good maneuverability)
AC: 17 (+1 Dex, +6 natural)
Attacks: Gore +14 melee
Damage: Gore 2d6 +9
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback (Large), Improved Charge, Smite Evil +7
Special Qualities: Scent, Elemental Immunity (Acid, Cold, Electricity), Darkvision 60', SR 14, DR 5/+1, Disease Immunity, Spell-Like Abilities
Saves: Fort +10, Ref +7, Will +5
Abilities: Str 28, Dex 15, Con 20, Int 6, Wis 16, Cha 8
Skills: Listen +11, Spot +8
Challenge Rating: 6
Alignment: Chaotic Good
Feats: Power Attack, Cleave

Spell-Like Abilities: Protection from Evil (x3/day), Bless, Aid, Detect Evil (at will), Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease


Half-Dragon Dire Goat (Red, fire subtype) (Large Dragon)
Hit Dice: 7d10 + 35 (74 hp)
Initiative: +1 (Dex)
Speed: 40 ft, 40 ft flying (average maneuverability)
AC: 19 (+1 Dex, +9 natural, -1 Size)
Attacks: Gore +5 melee (+5 HD, +11 Str)
Damage: Gore 2d6 +11
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge, Breath Weapon
Special Qualities: Scent, Immunity: Sleep & Paralysis, Low-Light Vision, Darkvision 60', Fire Subtype
Saves: Fort +10, Ref +6, Will +3 (base)
Abilities: Str 32, Dex 13, Con 20, Int 6, Wis 12, Cha 6
Skills: Listen +11, Spot +8
Challenge Rating: 7
Alignment: Chaotic Evil
Feats: Power Attack, Cleave

Breath Weapon: Cone of Fire 40' (4d10, DC 18)


Half-Dragon Dire Goat (Black, water subtype) (Large Dragon)
Hit Dice: 7d10 + 35 (74 hp)
Initiative: +1 (Dex)
Speed: 40 ft, 40 ft flying (average maneuverability)
AC: 19 (+1 Dex, +9 natural, -1 Size)
Attacks: Gore +5 melee (+5 HD, +11 Str)
Damage: Gore 2d6 +11
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge, Breath Weapon
Special Qualities: Scent, Immunity: Sleep & Paralysis, Low-Light Vision, Darkvision 60', Acid Immunity
Saves: Fort +10, Ref +6, Will +3 (base)
Abilities: Str 32, Dex 13, Con 20, Int 6, Wis 12, Cha 6
Skills: Listen +11, Spot +8
Challenge Rating: 7
Alignment: Chaotic Evil
Feats: Power Attack, Cleave

Breath Weapon: Line of Acid 80' (6d4, DC 17)


Half-Dragon Dire Goat (Brass, fire subtype) (Large Dragon)
Hit Dice: 7d10 + 35 (74 hp)
Initiative: +1 (Dex)
Speed: 40 ft, 40 ft flying (average maneuverability)
AC: 19 (+1 Dex, +9 natural, -1 Size)
Attacks: Gore +5 melee (+5 HD, +11 Str)
Damage: Gore 2d6 +11
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge, Breath Weapon
Special Qualities: Scent, Immunity: Sleep & Paralysis, Low-Light Vision, Darkvision 60', Fire Subtype
Saves: Fort +10, Ref +6, Will +3 (base)
Abilities: Str 32, Dex 13, Con 20, Int 6, Wis 12, Cha 6
Skills: Listen +11, Spot +8
Challenge Rating: 7
Alignment: Chaotic Good
Feats: Power Attack, Cleave

Breath Weapon: Line of Fire 80' (5d6, DC 17)


Half-Dragon Dire Goat (Copper, earth subtype) (Large Dragon)
Hit Dice: 7d10 + 35 (74 hp)
Initiative: +1 (Dex)
Speed: 40 ft, 40 ft flying (average maneuverability)
AC: 19 (+1 Dex, +9 natural, -1 Size)
Attacks: Gore +5 melee (+5 HD, +11 Str)
Damage: Gore 2d6 +11
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge, Breath Weapon
Special Qualities: Scent, Immunity: Sleep & Paralysis, Low-Light Vision, Darkvision 60', Acid Immunity
Saves: Fort +10, Ref +6, Will +3 (base)
Abilities: Str 32, Dex 13, Con 20, Int 6, Wis 12, Cha 6
Skills: Listen +11, Spot +8
Challenge Rating: 7
Alignment: Chaotic Good
Feats: Power Attack, Cleave

Breath Weapon: Line of Acid 80' (6d4, DC 17)
 

Celebrim said:
On a final note, I think that Thor's goats, Tanngrisner and Tanngjost, should be maximally Advanced (15 HD) Huge Paragon Dire Goats (510 h.p. each if I count correctly), with the special ability Perfect Reincarnation (Su): As long as Thor lives, the goats are restored to perfect health at the break of each new day.

Tanngsrisner and Tanngjost need their bones to be unbroken -- only their flesh regenerates each day. I don't know how you'd model that.

-- Nifft
 



Celebrim-
I'm the original author of those goats ferret posted and I like your changes... I'll incorporate them into my original. BTW, in my game I needed gaots to be the sacred animal of Dionysius.

Brian McDaniel
 

I also did a Goat and Dire Goat conversion (although not quite as cool as Brian McDaniel's mind you).

You can find them, along with a collection of other animals (antelope, dire antelope, deer, dire elk, fox, dire fox, goat (domestic), goat (mountain), dire goat, hyena, dire hyena, leopard, dire leopard, piranha, dire piranha, rabbit, dire rabbit and the ever-popular vorpal bunny) in issue # 3 of the Stygian, a free e-zine from www.realmsofevil.net

Or you can click on this link to get there right away.
 

Nifft said:
I minimally modified the "Celestial" template to create a "Chaos" template -- the only real difference is that the creature gets Smite Law instead of Smite Evil.
Manual of the Planes has Anarchic and Axiomatic templates as the Chaotic and Lawful counterparts to Celestial and Fiendish. They are not exact mirrors, but have some more flavorful abilities. For example, the axiomatic creatures have some sort of hivemind.
 


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