Impkin Goats are tiny, mischievous creatures resembling black pygmy goats with glowing red eyes and small curved horns. Native to areas rich in chaotic or infernal energy, these creatures are harmlessly troublesome, delighting in causing minor inconveniences and playful chaos.
While not truly evil, Impkin Goats are fiendish by nature and are drawn to pranksters and chaos-loving adventurers. Their playful demeanor makes them appealing companions, though their antics can quickly become exasperating. Despite their size, Impkin Goats are surprisingly nimble and adept climbers, often perching in improbable places.
Legends say Impkin Goats are a favorite pet of lesser demons, but in truth, they seem to have no masters and live for their own amusement. If tamed, they can form bonds with equally chaotic individuals, acting as both loyal familiars and relentless pranksters.
Taming and Familiar Notes
Adventurers can attempt to befriend an Impkin Goat by succeeding on a DC 15 Animal Handling check while offering a shiny object or sugary treat. As familiars, they grant their summoner advantage on Stealth checks and can cast Minor Illusion once per short rest.
Armor Class:
13
(Natural Armor)
Hit Points:
15
(2d8 + 6)
Speed:
30 ft.
, climb 20 ft.
STR
8
(
-1)
DEX
16
(+
3)
CON
14
(+
2)
INT
10
(+
0)
WIS
12
(+
1)
CHA
14
(+
2)
Skills:
Acrobatics +5, Stealth +5, Perception +3
Damage Resistances:
Cold, Fire
Senses:
Darkvision 60 ft., Passive Perception 13
Languages:
understands Infernal but cannot speak
CR:
1/4
(50 XP)
Environment:
Hill, Mountain, Taenarius
Tags:
Combat Pet, Non-Combat Pet
Traits
Climber’s Agility. The Impkin Goat has advantage on Strength (Athletics) checks made to climb and on Dexterity saving throws to avoid falling.
Fiendish Nature. The Impkin Goat does not require food, water, or air.
Infernal Mischief (Recharge 5–6). As a free action, the Impkin Goat can create a harmless but startling illusion within 30 feet, such as a sudden burst of sparks, a disembodied cackle, or the sensation of the ground shifting. Creatures within 10 feet of the illusion must make a DC 13 Wisdom saving throw or become frightened until the end of their next turn.
Actions
Hooves.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Headbutt.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. On a hit, the target must succeed on a DC 12 Strength saving throw or be knocked prone.
Bonus Actions
Mischief Aura. As a bonus action, the Impkin Goat can emit an aura of playful mischief within 10 feet. Any creature in the aura must succeed on a DC 13 Wisdom saving throw or be distracted, giving the next attack roll against them advantage until the start of the Impkin Goat’s next turn.