Medium Beast, Chaotic Good
Armor Class 12 natural armor
Hit Points 20 (2d12 + 6)
Speed 35 ft., Burrow 10 ft.
STR
12 (+1)
DEX
14 (+2)
CON
17 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws CON +5, CHA +7
Skills Animal Handling +6, Perception +5
Condition Immunities Charmed, Frightened
Senses Darkvision 45 ft, Passive Perception 15
Languages understands common, elvish and sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.)

Actions

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.

Previous Versions

Name Date Modified Views Adds Version Actions
7/8/2021 6:16:16 PM
5
0
1
Coming Soon
7/8/2021 6:43:56 PM
8
0
1.2
Coming Soon
7/8/2021 6:44:52 PM
6
0
--
Coming Soon

Monster Tags: feybeast companion

Habitat: CoastalForestGrasslandHillSwamp

TheRainbowNessie

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