Hold Breath. The Capybara can Hold its breath for 10 minutes.
Pack Tactics. The Capybara has the ability to summon other Capybaras that are in a one mile radius of you to fight alongside you in battle, in battle you have Advantage on Saving throws in the Capybara pack if the nearest Capybara isn't incapacitated.
Calming sense. As A Capybara you have the ability to walk up to a creature in distress and let them pet you instantly calm them down.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Judging Stare. a Mental Attack: Stare at a creature in range Judging, Hit: 12 (2d4) Necrotic damage.
Pull Up. Run up to an enemy and jump and kick them in the face: +2 to hit, reach 2 ft., one target. Hit: 5(2d4) Bludgeoning damage.
The "Really" Stare. As a Capybara if a creature is about to attack you have the ability to stare at them making the creature attacking you have to make a Charisma saving throw and they have to meet or beat a 15 and if they fail they rethink their entire lives choices and will no longer attack you, this ability can only be used after every Long rest.
Comments