Shapechanger. The werecapybara can use its action to polymorph into a capybara-humanoid hybrid or into a capybara, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werecapybara has advantage on Wisdom (Perception) checks that rely on sightor smell.
Serene Aura. While within 30ft of another beast type creature. The werecapybara imposes disadvantage on any attacks against it. This feature only works if the attacker has line of sight with the werecapybara.
Curse of the Capybara. The curse of the werecapybara can be passed onto a victim if the they take in the blood of the werecapybara. If blood of the werecapybara makes is ingested or enters an open wound, the infected must succeed on a DC 15 Consitution Save or become a werecapybara.
Multiattack. (Humanoid or Hybrid Form Only). The werecapybara makes two attacks: two with its spear (humanoid form) or a flurry of fist blows (hybrid form).
Flurry Punch (Capybara or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (4d4+2) bludgeoning damage.
Pelican Toss (Hybrid Form Only & Must have Pelican Nearby). Ranged Weapon Attack: +6 to hit, reach 45 ft., one creature. Hit: 8 (2d4 + 4) piercing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Chilled out Beast. A werecapybara can use it's reaction to end one condition out of charmed, stunned and frightened.
Description
A werecapybara is a serene guardian of the jungle that can appear as a humanoid, as a capybara, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a calm capybara head.
Previous Versions
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8/28/2023 5:04:37 PM
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Coming Soon
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