Capelobo (5e Creature)
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Capelobo
Large monstrosity, neutral evil Armor Class 15 (natural armor)
Saving Throws Str +8, Con +7, Wis +6 Abhorred Stench. Any creature other than a capelobo that starts its turn within 5 feet of the capelobo must succeed on a DC 16 Constitution saving throw or be poisoned and stunned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all capelobos for 1 hour. Creatures with the Keen Smell trait have disadvantage on the save. Ambusher. In the first round of combat, the capelobo has advantage on attack rolls against any creature it surprised. Keen Smell. The capelobo has advantage on Wisdom (Perception) checks that rely on smell. Jungle Camouflage. The capelobo has advantage on Dexterity (Stealth) checks made in jungle terrain. Nimble Escape. The capelobo can take the Disengage or Hide action as a bonus action on each of its turns. Quick Reflexes. The capelobo gets one extra reaction. Sure-Footed. The capelobo has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Surprise Attack. If the capelobo surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Trampling Charge. If the capelobo moves at least 20 feet straight toward a target and hits it with a claws attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed a DC 14 Strength saving throw or be knocked prone. If the creature is prone, the capelobo can make a hooves attack against it as a bonus action Wrestler. The capelobo has advantage on Strength (Athletics) checks to initiate a grapple and may make one as a bonus action. ACTIONSMultiattack. The capelobo makes two claws attacks or one claws attack and one hooves attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature grappled by the capelobo. Hit: X (5d10) piercing damage. If this damage reduces the target to 0 hit points, the capelobo kills the target. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: X (2d6 + 5) bludgeoning damage. REACTIONSUnbridled Fury. In response to being hit by a melee attack, the capelobo can make one melee weapon attack with advantage against the attacker. It may substitute the melee attack with grapple attempt. |
Deep in thick jungles around the world, where the presence of nature is strong, are the places where the sinister capelobo hide. Even with a hunched posture, these monstrous humanoid creatures stand over seven feet tall, many within reaching ogres in height. This beast sports a muscular build, long arms, a pair of goat-like legs, and a long, anteater head. Curse of the Jungle. The curse of the capelobo is one as old as the oldest druids. These monstrous beasts were not always so; in the days of old, they were acolytes of the old druids, as reverent to nature as their peers. However, at some point, it all went to their heads and they began to become more and more infatuated with the darker aspects of nature. Jungle Ghoul. The vicious capelobo wonder the deep dark turns of dense jungles at night, in search of prey to sustain its vampiric nature. Like the undead, capelobo also drain their victims of blood, though the process is much more sloppy; after a swift bite to the neck, or some other location of a major blood vessel, the capelobo will stick its long, sticky, anteater tongue in and lick the veins clean of whatever blood hasn’t already sprayed onto the ground. |
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