Charge. If the Capriquatch moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra (1d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Sure-Footed. The Capriquatch has advantage on Strength and Dexterity saving throws against effects that would knock it prone.
Bestial Vitality. Gains 1d4 hp at the end of each of its turns.
Multiattack. The Capriquatch can make two attacks. One Ram and one with Hooves.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d6 + 6) bludgeoning damage.
Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 6) bludgeoning damage plus (1d6) force damage.
Infra-Bleat. 60' radius around caster. Enemies within the radius must make a Con saving throw DC15. On a failure it takes 2d6 psychic damage and is stunned for its next turn. On a success it takes half 2d6 psychic damage and is frightened on its next turn.
Description
The Capriquatch is a rarely seen creature that spends its time high in mountain forests. It's thick, strong wool repels many attacks. It's large curved horns backed by it's massive frame put many armies' battering rams to shame. It is most comfortable on its four hooved limbs, it is sometimes known to walk on it back legs only while using its forelimbs as proto arms. Mostly docile, but can become enraged if attacked or if its territory is encroached upon.