Wether

You see a goat.
Used with Permission from Raymond_Luxury_Yacht of the Wizards Community forums.
Wethers are much like normal goats, and have the same habits, except that they have worms in their head, which occasionally cause them to fly into berserk rages.
A wether is the same size as a goat.
Medium animal | |
Hit Dice | 2d8+2 (11 hp) |
Initiative | +1 |
Speed | 40 ft. (8 squares) |
Armor Class | 13 (+1 Dexterity, +2 natural) |
Base Attack/Grapple | +1/+3 |
Attack | Headbutt +3 melee (1d6+3) |
Full Attack | Headbutt +3 melee (1d6+3) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Worms in the Head |
Special Qualities | Low-Light Vision |
Saves | Fort +6, Ref +4, Will +0 |
Abilities | Strength 14, Dexterity 12, Constitution 12, Intelligence 2, Wisdom 11, Charisma 4 |
Skills | Balance +2, Climb +3, Jump +7, Listen +1, Spot +1 |
Feats | Great Fortitude |
Environment | Any land |
Organization | Solitary, pair, or flock (3-12) |
Challenge Rating | 1 |
Treasure | None |
Alignment | Always neutral |
Advancement | 3-4 HD (Medium) |
Level Adjustment | – |
Combat
Wethers are very aggressive, and typically charge into battle with the slightest provocation.
Worms in the Head (Ex) A wether that takes damage in combat flies into a berserk rage on its next turn, attacking madly until either it or its opponent is dead. It gains +4 to Strength. This rage ends after 1 minute. The following changes are in place as long as it rages: Grapple +5; Attack +5 melee (1d6+6, headbutt); Full Attack +5 melee (1d6+6, headbutt); Strength 18; Climb +5, Jump +9.