Encounters: Cormyrean Marshes - The Farseas Marsh

Goat (CR 1/2)

Medium Animal
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
Special Qualities:
Feats: -
Skills: Balance +4, Listen +5, and Spot +5
Advancement:


Climate/Terrain: Temperate mountains, hills, and plains
Organization: Solitary or flock (10-80)
Treasure: None


Source: Converted

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.

Faerûnian Random Encounters by Region and Locale