Monster: Caprimera

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A small goat with a fox and iguana heads to the sides of its horned head.

CR 2; XP 600

N Small Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +5


AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 22 (3d10+6)
Fort +5, Ref +5, Will +4
Defensive Abilities all-around vision, evasion

Speed 40 ft.
Melee gore +4 (1d4), 2 bites +4 (1d4)
Special Attacks breath weapon (10-ft. cone, 2d6 fire damage, Reflex DC 13 for half, usable 3 times per day), powerful charge (gore, 3d4)

Str 10, Dex 14, Con 14, Int 5, Wis 13, Cha 11
Base Atk +3; CMB +2; CMD 14 (18 vs. trip)
Feats Improved Initiative, Iron Will
Skills Acrobatics +10 (+14 jumping), Perception +9, Stealth +10; Racial Modifiers +4 Acrobatics, +4 Perception
Language understands Draconic (can't speak)

Environment temperate hills and mountains
Organization solitary, pair, herd (3–12)
Treasure standard

Caprimeras could be mistaken for young chimeras, to which they might be related. They are quite smart, and have variety of personalities, though they tend to have playful yet stubborn streak. They are extreme omnivores, eating plant, meat, fungus, scraps, processed leather, and even organic ashes with gluttonous glee.

A 3rd level spellcaster can select young caprimera as an Improved Familiar (dealing 2d4 points of damage with its breath). It grows into its full Small size after reaching 7th level, losing the young template.

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