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.
chapter 4: allies and adversaries 135

