Medium Or Small Beast, Any Alignment
Armor Class 17 Natural armor
Hit Points 3 (4d6)
Speed 30 ft., Swim 40 ft. 25 if carrying someone
STR
8 (-1)
DEX
7 (-2)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
Senses Passive Perception 24
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Semiaquatic This creature can holds it breath for 5 minutes.

Keen Senses: You have advantage of hearing and smell based perception checks.

Senses Darkvision, Passive Perception 13

Saving Throws DEX +1, CHA +7

Skills Stealth +5

Aura of safety. The Capybara naturally emits an aura of safety to all creatures within 30ft. This aura puts itself and any non-hostile creature under the effect of the Sanctuary spell.

Sanctuary: The Capybara wards a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Actions

Naw/Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. 

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft. 2 targets. Hit: 5 (1d4 + 3) slashing damage.

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. 

Flurry Punch or Kicks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (4d4+2) bludgeoning damage. 

Light Crossbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

Friends. Target creature within 30 feet must make a DC 14 Wisdom saving throw, and does so with disadvantage if the the target or it's companions haven't been harmed by the capybara. If it fails the saving throw, it is charmed by the capybara for an hour or until the capybara or it's companions do anything harmful to it. The charmed creature regards the capybara as a friendly acquaintance

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Judging Gaze. As a reaction to getting hit, the capybara can stare at a creature for one turn with a criticizing look, the target's self esteem lowers and they have disadvantage on their next attack roll.

Chilled out Beast. A capybara use it's reaction to end one condition out of charmed, stunned and frightened.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: constructbeast companionpet

Habitat: CoastalForestSwampUnderwater

RedMan_the_Lonesome

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