b'Lantern Goat \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  105 (14d8+42)  Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  18 (+4)  CON:  16 (+3)  INT:  6 (-2)  WIS:  10 (+0)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Cha  +6,  Dex  +7  Skills   Acrobatics  +7,  Perception  +3,  Stealth  +7  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  frightened ,  paralyzed ,  poisoned ,  unconscious   Senses   darkvision  60 ft., passive  Perception  13  Languages  none  Challenge  6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Lifesense . A lantern  goat  notices and locates living creatures within 60 feet. \n'b'  Soul Capture . Any living creature reduced to  0 Hit Points  while within 60 feet of a lantern  goat  must succeed on a DC 14  Charisma  saving throw or have its soul drawn into the lantern  goat\xe2\x80\x99s  lantern. Once captured, the lantern  goat  slowly digests the creature\xe2\x80\x99s soul over a period of 1 hour, using it to fuel its dark energies. This does not kill the creature until the soul is fully digested. A creature slain in this manner can only be returned to life by a  resurrection ,  true resurrection , or  wish  spell. If the lantern  goat  is slain and the lantern destroyed, the soul is released back to the body if still living. The lantern cannot be destroyed or removed until the lantern  goat  is destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The lantern  goat  makes one headbutt  attack  and two hoof attacks. \n'b'  Headbutt .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 14 (2d6 + 7) bludgeoning damage. \n'b'  Hoof .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 16 (2d8 + 7) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Fear Light . A lantern  goat  can emit an ugly yellow  light  from the lantern around its neck. All creatures within 60 feet that view this  light  must succeed a DC 14  Wisdom  saving throw or become  frightened  and  stunned  for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns in order to break free of these effects. A creature that cannot see the  light  is immune to this ability. \n'b'\n'b' ABOUT \n'b' Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the goatherd\xe2\x80\x99s care and fall prey to the dangers of the wild, so too do humanoids often meet with a dire end while trekking alone in the hills. \n'b' Whether they die of exposure or become a predator\xe2\x80\x99s meal, these lost travelers usually journey in spirit form to the afterlife. \n'b' Some, however, if they perish too close to a lantern  goat , find their souls drawn into the fell receptacle the creature wears around its neck. \n'b' How the lantern  goat  behaves in combat depends upon the number of adversaries it faces. Normally the  goat  preys on lone travelers, attacking them with its stony hooves and horns. If it encounters a group, the lantern  goat  emits a  fear   light  from its lantern, intending to panic everyone in range and then pick them off individually. \n'b'  Soul Lamp . The scarred and battered lantern that depends from the  goat\xe2\x80\x99s  neck serves to channel souls into the creature itself. As the  goat  moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. Lantern goats roam low mountains and foothills, damned to patrol the mortal realm in search of those who die alone.'