Reckless. At the start of its turn, the capra can choose to gain advantage on all melee attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The capra makes two Greataxe attacks.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 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 13 Strength saving throw or be knocked prone.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
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.
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