Charge. If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
How the goat compares at CR 0
Against the 28 other challenge 0 monsters in the SRD 5.1, the goat has more hit points than 19 of them, which makes it tougher than most at its CR. See every CR 0 monster.
Statistic
Goat
CR 0 average
Armor Class
10
11.1
Hit points
4
3
Best attack bonus
+3
+2
Goat 2024 stat block
The 2024 Monster Manual revised the goat, and the SRD 5.2 carries the new stat block. What changed:
Speed: 40 ft. → 40 ft., climb 30 ft..
Ability scores: STR 12 → 11.
Gone from it: Charge and Sure-Footed.
Armor Class
10
Hit Points
4 (1d8)
Speed
40 ft., climb 30 ft.
Challenge
0 (10 XP)
STR
DEX
CON
INT
WIS
CHA
11 (+0)
10 (+0)
11 (+0)
2 (-4)
10 (+0)
5 (-3)
Senses
darkvision 60 ft., passive Perception 12
Languages
None
Actions
Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit.