Keen Smell. The capybara has advantage on Wisdom (Perception) checks that rely on smell.
Siege Monster. Capybara deals double damage to objects and structures. (not included in damage)
Rodent Ride. This creature can have 4 tiny creatures, 2 small creatures, or one medium creature on its back riding it without sinking in water and can move at normal speed.
Semiaquatic This creature can hold its breath for 5 minutes.
Naw. Melee Weapon Attack: +5 to hit, one object or structure. reach 5ft., one target. Hit 5 (1d4 + 3)
Bite. Melee Weapon Attack: +5, reach 5ft., one target. Hit 7 (1d6 + 3)
Friends. Target creature within 30ft must make a DC 15 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.
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