Tome of Beasts 1 (p.231)
Goat-Man CR: 3
Medium monstrosity, chaotic evil
Armor Class: 14 (natural armor)
Hit Points: 65
Speed:
40 ft
Saving Throws: DEX +4
Skills: Acrobatics +4, Athletics +6, Stealth +6
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60ft., Passive Perception 11
Languages: understands Common, Giant, and Trollkin but can't speak
Challenge Rating: 3
( 700 XP)
Proficiency Bonus: +2
Charge. If the goat-man moves at least 20 feet straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be forced prone.
Actions
Multiattack. The goat-man makes one Bite attack and two Slam attacks. If both Slam attacks hit the same target, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves.
Trespassers on the Rites. The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat’s service.
Bleating Speech. A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore. Rows of transparent, needle-like, malformed teeth fill its mouth, making clear speech impossible for goat-men.
Serve Foul Cults. Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard ritual sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.