Medium Beast, Typically Chaotic Evil
AC 13 Scrap Hide    Initiative +2 (12)
HP 5 (1d8 + 1)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +8
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 8 −1 −1
Skills Acrobatics +4, Athletics +4, Stealth +4
Gear Jagged Cleaver, 3 Scavenged Javelins, Scrap Hide Armor
Senses Darkvision 60 ft; Passive Perception 12
Languages Common Understand only Beastspeak: speaks in bleats and mimicked phrases.
CR 1/2 (XP 100; PB +2)
Traits

Caprine Coordination. When the Scavenger is hit by a melee attack, one other Capra within 5 feet of the attacker can use its reaction to make a Headbutt attack against that attacker.

Sure-Footed. The Scavenger has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Mimicry. The Scavenger can mimic simple sounds it has heard, such as a person shouting for help or a baby crying. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

Actions

Jagged Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 ($1d8 + 2$) slashing damage.

Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 ($1d4 + 2$) bludgeoning damage. If the Scavenger moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 ($1d6$) bludgeoning damage and must succeed on a DC 12 Strength saving throw or be knocked prone.

Scavenged Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 ($1d6 + 2$) piercing damage.

Bonus Actions

Caprine Agility. The Scavenger can take the Disengage or Dash action as a bonus action.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Old Copper Bridge Goat, the Monster of Moss Lake, the Salt Stream Monster—it has been called many names by many people over the years. Whether known as a localized haunting or a whispered curse, the Capra is a half-man, half-goat (or in some regions, half-sheep or half-ram) plague that saturates the frontier and the deepest reaches of the wilderness. They are the "cockroaches of the wild," as comfortable clinging to the jagged cliffs of the Cloud-Spire Peaks as they are lurking in the subterranean depths of the Deep-Caves or the endless horizons of the Great Plains.

The Mimicry Hook

The most unsettling trait of the Capra is not their predatory hunger, but their voice. They possess a supernatural ability to mimic human speech—specifically cries for help or the familiar calling of a name. Many a traveler has stepped off a safe mountain path believing they heard a lost companion, only to find themselves surrounded by a pack of wiry, bleating humanoids with horizontal pupils that gleam with a disturbing, predatory intelligence.

Opportunistic Wreckers

A Capra pack does not seek to conquer or build; they seek to dismantle. Driven by a compulsive, "chewing" intelligence, they are known to fall upon trade caravans not for gold or prisoners, but for the structural components of the wagons themselves. They have a particular obsession with "shiny" scrap metal and cured leather, often seen wearing "armor" fashioned from discarded pot lids, bone shards, and scavenged plate mail lashed together with crude vines.

The Sheepsquatch

In the most desolate reaches of the Sulfur-Ridge, travelers speak of the Sheepsquatch—a massive, ram-horned variant that acts as a spiritual anchor for the pack. Much larger than the common Scavenger, they are covered in thick, matted white wool that reeks of rot and brimstone. These casters are the true masters of the Capra "horde," utilizing their heavy horns and toxic musk to dominate the landscape.

 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Any

Exades

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