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Wether

goat, head, horns-2175189.jpg, Wether

You see a goat.

Used with Permission from Raymond_Luxury_Yacht of the Wizards Community forums.

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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 Dice2d8+2 (11 hp)
Initiative+1
Speed40 ft. (8 squares)
Armor Class13 (+1 Dexterity, +2 natural)
Base Attack/Grapple+1/+3
AttackHeadbutt +3 melee (1d6+3)
Full AttackHeadbutt +3 melee (1d6+3)
Space/Reach5 ft./5 ft.
Special AttacksWorms in the Head
Special QualitiesLow-Light Vision
SavesFort +6, Ref +4, Will +0
AbilitiesStrength 14, Dexterity 12, Constitution 12, Intelligence 2, Wisdom 11, Charisma 4
SkillsBalance +2, Climb +3, Jump +7, Listen +1, Spot +1
FeatsGreat Fortitude
EnvironmentAny land
OrganizationSolitary, pair, or flock (3-12)
Challenge Rating1
TreasureNone
AlignmentAlways neutral
Advancement3-4 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.

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