Medium Monstrosity, Typically Chaotic Evil
Armor Class 13 (hide armor armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
13 (+1)
Skills Intimidation +2, Perception +2, Stealth +3, Survival +2
Senses Darkvision 60ft, Passive Perception 12
Languages Abyssal
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

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

Comments

Posts Quoted:
Reply
Clear All Quotes