Capelobo (5e Creature)

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Capelobo

Large monstrosity, neutral evil


Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 9 (-1) 17 (+3) 7 (-2)

Saving Throws Str +8, Con +7, Wis +6
Skills Athletics +8, Perception +6, Stealth +5, Survival +6
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagiacal ranged attacks
Senses darkvision 60 ft., passive Perception 16
Languages Druidic and Sylvan, understands Common and Elven but can't speak.
Challenge 5 (1,800 XP)


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.

ACTIONS

Multiattack. 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.

REACTIONS

Unbridled 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.

Capelobo.jpeg
A capelobo by Dinomaster337

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.
They soon began to tap into powers so unfathomable by modern druids that the specific details have been forgotten. But before they could fully grasp their new found power, the elder druids decided to do something. After a dragon’s share of bargaining, the druids signed a pact with all manner of fey, seelie, and unseelie, for their assistance in the casting of a powerful curse that would transform the pupils and prevent them from using any form of magic. Just to be safe, they also placed the curse on all the pupils’ belongings, meaning anyone who stumbled across even a coin owned by the druids would be transformed into a capelobo.
Once the transformation is complete, the capelobo only remembers snippets of its past life, including a few habits and any important individuals. It also knows that the curse that afflicts them is of both druidic and fey origin, and despises both druids and fey because of it. Those who it remembers are either objects of infatuation or its first victims. Some say that those who are old and dying will if they spend their last days in the wilderness, become capelobo themselves, but this has never been proven to be true.

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.
While they are certainly capable of preying on humans, capelobo prefer to target dogs, cats, and goats, especially newborns, because many still contain their druidic resentment of civilization and thus they despise domesticated animals. When they do prey on humans, they are known to sneak up close to them, but still hidden, and lure them in with a soft, unintimidating sound similar to someone blowing over the top of an empty bottle. When they’re in close, they grab them and, instead of biting the neck, they crack their teeth down on the victim's skull roof and lick the cranial cavity of brain matter.
Capelobo are well equipped for these hit-and-run ambushes; their claws are long and sharp and their bite can crack through thin bones, such as the skull roof, like a knife through warm butter. Not only that, but should the monster be attacked, their skin and fur are thick, which keeps most ranged attacks at bay, and they emit an odor so foul that a cloud of flies is never far behind and this stench stops beings of a low constitution in their tracks. In addition, tracking a capelobo is difficult, as the way its hooves are structured leaves an imprint in the ground like that of a bottle as opposed to hoof prints.


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