Encounters: Cormyrean Marshes - The Marsh of Tun
Goat (CR 1/2)
Alignment: Always neutral
Initiative: +0; Senses: scent, Listen +5, and Spot +5
AC: 12 (+2 natural), touch 10, flat-footed 12
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +3, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Butt +0 melee (rams and goats only)
Full Attack: Butt +0 melee
Damage: Butt 1d4
Special Attacks: Charge 4d4
Abilities: Str 11, Dex 11, Con 12, Int 1, Wis 11, Cha 4
Skills: Balance +4, Listen +5, and Spot +5
Climate/Terrain: Temperate mountains, hills, and plains
Organization: Solitary or flock (10-80)
Charge (Ex): A ram or goat typically begins a battle by lowering its head and charging at its opponent. In addition to the normal benefits and hazards of a charge, this allows it to make a single butt attack that deals 4d4 points of damage.
Goats have a +4 racial bonus to Balance checks.