Page 136 - Critical Role: Tal’Dorei Campaign Setting
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tal’dorei campaign guide

              Kraghammer                                                Goat-Knight Steed


              goat-Knight                                                     Large celestial, unaligned

                                                                Armor Class 11 (natural armor)
              The sheer cliff faces and winding winding mountainside   Hit Points 19 (3d10 + 3)
              roads of the Cliffkeep Mountains are nearly impossible to   Speed 40 ft
              traverse by normal means with any speed. However, the
              Peakclimber Knights of Kraghammer—commonly known      Str   dex    con     int    wiS    cha
                                                                  17 (+3)   11 (+0)   12 (+1)   6 (–3)   12 (+1)   6 (–2)
              as the goat-knights—are enforcers of peace and justice
              across the mountain range, and their giant goat steeds can
                                                                Senses passive Perception 11
              easily traverse the harsh mountain slopes and climb nearly
                                                                Languages Dwarvish (comprehends, but cannot speak)
              vertical slopes at their full pace. These knights are in ser-
                                                                Challenge ½ (100 XP)
              vice to the Allhammer, and often find themselves at odds
              with enforcing the laws of Kraghammer and upholding   Charge. If the goat-knight steed moves at least 20 feet straight
              the edicts of their god.                          toward a target and then hits it with a ram attack on the same
               Travelers lost within the mountains are sometimes   turn, the target takes a extra 5 (2d4) bludgeoning damage. If the
              saved by a traveling goat-knight, who is able to lead them   target is a creature, it must succeed on a DC 13 Strength saving
                                                                throw or be knocked prone.
              through dangerous-but-traversable mountain roads.
                                                                Sure-Footed. The goat-knight steed has advantage on Strength
                                                                and Dexterity saving throws made against effects that would
                                                                knock it prone.
                                                                Rider and Steed. Any spell with a range of Self cast by a goat-
                                                                knight rider who is mounted on a goat-knight steed also targets
                                                                the goat-knight steed.
                                                                   Divine Provenance. When the goat-knight steed drops
                                                                    to 0 hit points it disappears, leaving behind no physical
                                                                         form. A goat knight can also dismiss his steed at
                                                                           any point as an action, causing it to disappear.
                                                                              In either case, the same steed is summoned
                                                                               when the goat-knight casts find steed.
                                                                                 Actions
                                                                                  Ram. Melee Weapon Attack: +5 to hit,
                                                                                  reach 5 ft., one target. Hit: 8 (2d4  +
                                                                                   3) bludgeoning damage.






































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