Medium Monstrosity, Typically Chaotic Evil
Armor Class 12 (hide armor)
Hit Points 22 (4d8 + 8)
Speed 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
8 (-1)
WIS
13 (+1)
CHA
8 (-1)
Skills Perception +3, Survival +3
Senses Darkvision 60ft, Passive Perception 13
Languages Abyssal
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Actions

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 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.

Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Multiattack. The capra makes two Handaxe attacks.

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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