Armor Class
13
(natural armor)
Hit Points
11
(2d8 + 2)
Speed
30 ft., Swim 30 ft.
STR
14
(+2)
DEX
13
(+1)
CON
12
(+1)
INT
2
(-4)
WIS
10
(+0)
CHA
14
(+2)
Skills
Perception +2
Senses
Passive Perception 12
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Aura of Calmness. When a creature starts its turn within 30 feet of the capybara, it must succeed on a DC 12 Wisdom saving throw or be charmed by the capybara. While charmed in this way, the target cannot attack other creatures and cannot cast hostile spells. The charmed condition lasts until the creature leaves the Aura of Calmness or until it takes damage.
Keen Smell. The capybara has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Comments