Medium Monstrosity, Typically Chaotic Evil
Armor Class 12 (leather armor)
Hit Points 14 (3d8 + 3)
Speed 30 ft.
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
8 (-1)
WIS
13 (+1)
CHA
8 (-1)
Skills Nature +3, Perception +3, Stealth +3, Survival +3
Senses Darkvision 60ft, Passive Perception 13
Languages Abyssal
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the capra moved at least 20 feet straight towards the target immediately before the hit, the target takes an additional 3 (1d6) piercing damage and must succeed on a DC 12 Strength saving throw or be knocked prone.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Bonus Actions

Aggressive. The capra moves up to its speed towards a hostile creature it can see.

Description

The creature standing before you resembles a grotesque hybrid of man and goat. Jagged horns sprout from its malformed skull, and rows of wolf-like fangs sit uneasily in its mouth. The creature snarls a challenge at you, and its eyes blaze with bestial fury as it moves to attack.

Capras are savage beastmen who prowl the light-less depths of ancient forests. Forming violent tribes known as warherds, they gather for war against all civilization.

 

GarmGrendelsson2025

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