Chill vibes. when a creature is within sight of 120ft of the capybara, they must make a DC 20 charsima save. If they fail, they become relax and chill down. no emotions of anger or hate emerge when under this effect. If they suceed, they are imune to this arua for 1d4 days. (note: this only effects what the players feel, not what they do. it is an roleplay effect. the effect happens when the players are within 120ft of the capybara and they can see it.)
the capybara can take 1 action
head bump. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 1) bloudging damage.
Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 2) bloudging damage.
Lair and Lair Actions
The capybara's lair is uaslly a fallen tree, a small natural trech or an waterfall.
Lair Actions
On initiative count 16, 17, 18, 19 or 20, the capybara takes a lair action to cause one of the following effects; the capybara can’t use the same effect two rounds in a row:
- chill vibes, creatures who are in the capybara's lair must make an 20 DC charsima save or become under the effects of clam emotions. If they suceed, they are imune to this arua for 1d4 days.
- the capybara can choose up to 3 creatures and heal them for 1d12+5 hp.
Regional Effects
The region containing a capybara’s lair is [enter the effect description], which creates one or more of the following effects:
- animals become calm and only attack if hungar stricks or a creature attacks them first.
- flowers and ediable berries grow in pently (this effect dose not end till a natural disater).
- water becomes fresh and drinkable. 1 drinks quchies a creature's thrist all day.
If the capybara dies, these effects fade over the course of 1d4 hours.
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Posted Mar 9, 2022I feel like if you're going to give it a "chill vibes" feature it would make more sense for it to function like the calm emotions spell. Other than that I think this is a nice goofy take on a capybara!