Vigilance The Capricorn has advantage on Insight, Investigation, and Perception checks that use smell or hearing. In addition, the Capricorn cannot be surprised unless it is unconscious or the target is invisible.
Magical Nature The Capricorn has advantage on saving throws against spells and other magical effects.
Multiple Attacks A Capricorn makes two attacks, one with its psychic ram and one with its hooves.
Psychic Ram Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) psychic damage.
Hooves Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 +5) bludgeoning damage.
Psychic Charge. If the Capricorn 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 5 (2d4) bludgeoning damage.
Territorial As a bonus action, the Capricorn can move up to its speed toward a hostile creature that it can see.
Zodiac Sign A Capricorn arrives under its sign, where earth and water meet, simply to play and have a good time. It can always do this, even if it was killed in battle. Once per year, a Capricorn may use one point of the zodiac to cause itself to exist.
Respawn (One Zodiac Point) Although killed, the Capricorn returns, ever bright-eyed and ambitious to enjoy its time at the beach.
Description
Capricorns, the Capricorn, is the last of the zodiac, and must wait until its annual rebirth if it has died. A Capricorn looks like a goat on the top half and a mermaid on the bottom half. They are magical creatures, elementals of earth and water and also as one twelfth of the Zodiac. It is unknown what happened to the other eleven Zodiac creatures, only that the Capricorn simply cannot stay defeated forever. Even if it is slain, it will again respawn at some future time.
Capricorns are a duality of responsibility and whimsical playfulness. They dutifully guard the seashore, but spend most of their time playing with dolphins, octopi or other Capricorns, if there are any left. It is possible for Capricorns to become vengeful against those who have wronged them, although they won't leave their natural habitat to pursue enemies - they always remember.
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