Large Beast, Neutral
Armor Class 18 (natural armor)
Hit Points 83 (10d12 + 10)
Speed 40 ft., Climb 40 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +8, DEX +6
Skills Stealth +6
Damage Vulnerabilities Fire, Piercing
Damage Resistances Bludgeoning, Slashing
Condition Immunities Poisoned
Senses Passive Perception 12
Languages Yeti
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

 

Bonus Actions

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.

Habitat: ForestGrassland

Micwell