MeyerHawk - More Iuzian Zombie Goats

2022-10-11
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Old Eye

A while after the creation of the first zombie goats some soft of mishap led to the creation of a the "Old Eye" variant of zombie goat family. Maybe it was the will of Iuz himself, a freak accident involving Iuzian clergy using their power around innocent goats, or devious plotting zombie goats learning new tricks from their surroundings.

Some of the zombie goats acquired the ability to inflict pain by staring at person wit their enlarged eyes that looks like lenses focusing the dark red almost bloody stare of Iuz himself. Again the effect is not devastating for hardened adventurers but can be terrifying for common hapless locals, the common target for these goats.

Iuzian Zombie Goat Old Eye

Size: Small  Type: Undead

AC: 9
Speed: 40 feet
HP: 10  Bloodied: 5
Hit Dice: 2d6+4
STR: 10 (+0), DEX: 14 (+2), CON: 12 (+1), INT: 3 (-4), WIS: 6 (-2), CHA: 10 (-3)

Maneuver DC: 11
Damage Resistance: Cold
Damage Immunities: Poison
Damage Vulnerabilities: Bludgeoning
Condition Immunities: Fatigue, Poisoned

Senses darkvision 60 ft., passive Perception 8

Languages: none, but can respond to simple commands given by priests of Iuz.

CR: 1
Proficiency Bonus: 2

Undead Nature, A zombie goat doesn’t require air sustenance or sleep.

Undead Fortitude (1/Day), If the zombie goat is reduced to 0 hit points by damage that isn’t radiant or from a critical hit it’s instead reduced to 1 hit point falls prone and is stunned until the end of its next turn appearing to be dead.

Climb, zombie goats can climb near impossible obstacles like walls rocks and anything that isn't smooth and vertical.

Unturnable, zombie goats that fail their save will turn stiff and roll over and stay stiff for a minute or until revived by an Iuzian priest.

Vile Discharge (on destruction), The zombie goat dumps its discharge when killed leaving a slippery poisoned mess in a 10 feet square of slippery difficult terrain. Creatures entering the area must make a Dexterity saving throw DC 14 or fall prone then having to make a Constitution save DC 12 taking 2d4 poison damage on a failure.

Gore, Melee Weapon Attack: +3 to hit reach 5 ft. one target. Hit 1d6 + 1 piercing damage.

Painful Stare, Ranged Spell Attack +4 to hit, range 10 feet, one target. Hit: 5 (1d10) psychic damage.

Mortis Jump (bonus), The zombie goat can make a 10 feet jump as a bonus action.

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Correction: The Old Eye is a CR1 and the standard Zombie Goat is only CR 1/2, I've changed the earlier post to show the correct statblock. Movement is also added.

Here is the Iuzian spell that are the likely source for the zombie goats Painful Stare attack:

Pain of the Old One

Level: 1
School: Necromancy
Casting Time: 1 Action
Range: Touch
Target: One creature
Components: S
Duration: Concentration (1 minute)
Saving Throw: Charisma halves (special)

Your patron is giving you fell energies that torment the target. You need to succeed on a melee spell attack that deals 1d10 ongoing psychic damage. And it turns the targets eyes red and bloody.

The target can make a saving throw each round and only suffer half damage when successful. The bloody eyes persists until the spell ends or the target takes a life. On a round the target kills someone (or something) no save needed and the pain goes away.

The spell can also be ended using a Remove Curse spell.

Cast at Higher Levels

Increase the duration by 1 minute per level above 1.

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Conduit: Divine   Strain: Fiendish  Taint: Evil

This spell is presented using my format, which is standard D&D5E except the terms Conduit, Strain and Taint.  

Conduit are the way a spellcaster can learn to cast a spell, or use a magic ability. I currently have three conduits in my campaign. This spell are Divine which means it is given to the caster from a powerful being of some sort, like a deity, Abyssal Lord or someone (or something) else the caster serves or sworn a pact with.

Strain are the source for the spells power, in this case it is Fiendish power. This might enhance or reduce the effect of the spell depending on the circumstances when it is being cast.  

Taint is a note on what type of residue (if any) a spell leaves on the caster and the surroundings. In this case the spell is evil and can be detected as such and will leave a taint on the caster.

Zombie Goat Ram

Not all zombie goats are created from female goats, there are of course the occasional male one too, and they are much tougher, retaining and even enhancing some of their natural ferocity. The ram can also charge for extra damage.

 Zombie Goat Ram

Size: Small Type: Undead

AC: 12
Speed: 40 feet
HP: 26  Bloodied: 5
Hit Dice: 4d8+8
STR: 14 (+2), DEX: 14 (+2), CON: 16 (+3), INT: 3 (-4), WIS: 6 (-2), CHA: 4 (-3)

Maneuver DC: 11
Damage Resistance: Cold, Piercing
Damage Immunities: Poison
Damage Vulnerabilities: Bludgeoning
Condition Immunities: Fatigue, Poisoned

Senses darkvision 60 ft., passive Perception 8

Languages: none, but can respond to simple commands given by priests of Iuz.

CR: 2
Proficiency Bonus: 2

Undead Nature, A zombie goat doesn’t require air sustenance or sleep.

Undead Fortitude (1/Day), If the zombie goat is reduced to 0 hit points by damage that isn’t radiant or from a critical hit it’s instead reduced to 1 hit point falls prone and is stunned until the end of its next turn appearing to be dead.

Climb, zombie goats can climb near impossible obstacles like walls rocks and anything that isn't smooth and vertical.

Unturnable, zombie goats that fail their save will turn stiff and roll over and stay stiff for a minute or until revived by an Iuzian priest.

Vile Discharge (on destruction), The zombie goat dumps its discharge when killed leaving a slippery poisoned mess in a 10 feet square of slippery difficult terrain. Creatures entering the area must make a Dexterity saving throw DC 14 or fall prone then having to make a Constitution save DC 12 taking 2d4 poison damage on a failure.

Gore, Melee Weapon Attack: +5 to hit reach 5 ft. one target. Hit 2d6+4 piercing damage.

Charged Gore, Melee Weapon Attack: +5 to hit reach 5 ft. one target. Hit 3d6+4 piercing damage and the target must succeed on a DC 12 Strength or fall prone

Mortis Jump (bonus), The zombie goat can make a 10 feet jump as a bonus action.