Capra Demon (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 10-4-14
Status: Complete
Editing: Clarity edits only please
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Lesser Capra Demon Capra Demon
Size/Type: Large Outsider (Chaotic, Evil, Extraplanar) Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 9d8+72 (144 hp) 12d8+108 (204 hp)
Initiative: +2 +2
Speed: 30 ft 30 ft
Armor Class: 20 (+2 dex, +9 natural, -1 size), touch 11, flat-footed 18 23 (+2 dex, +12 natural, -1 size), touch 11, flat-footed 21
Base Attack/Grapple: +9/+23 +12/+26
Attack: Great Cleaver +19 melee (3d8+10, 20/x3) or Gore +18 melee (2d6+10, 20/x2) Great Cleaver +22 melee (3d8+10, 19-20/x3) or Gore +21 melee (2d6+10, 20/x2)
Full Attack: Two Great Cleavers +15 melee (3d8+10, 20/x3) or Gore +18 melee (2d6+10, 20/x2) Two Great Cleavers +18 melee (3d8+10, 19-20/x3) or Gore +21 melee (2d6+10, 20/x2)
Space/Reach: 10 ft/10 ft 10 ft/10 ft
Special Attacks: Great Impact, Leap Attack, Sweeping Attack Great Impact, Leap Attack, Sweeping Attack
Special Qualities: Darkvision 60 ft, DR 10/good, Extraordinary Health, Immunities, Oversized Grip, Vulnerability to Electricity and Fire, Wild Empathy Darkvision 60 ft, DR 10/good, Extraordinary Health, Immune to Fire, Immunities, Lava Step, Oversized Grip, SR 22, Wild Empathy
Saves: Fort +14, Ref +8, Will +9 Fort +17, Ref +10, Will +11
Abilities: Str 31, Dex 15, Con 27, Int 10, Wis 16, Cha 16 Str 31, Dex 15, Con 29, Int 10, Wis 16, Cha 16
Skills: Handle Animal +15/26 vs fiendish animals*, Intimidate +19, Jump +22, Knowledge Nature +12, Listen +15, Sense Motive +15, Spot +15, Survival +15 Handle Animal +18/26 vs fiendish animals*, Intimidate +22, Jump +25, Knowledge Nature +15, Listen +18, Sense Motive +18, Spot +18, Survival +18
Feats: Perfect Two-Weapon FightingB, PowerstanceB, Power Attack, Cleave, Improved Sunder, Combat Reflexes Perfect Two-Weapon FightingB, PowerstanceB, Power Attack, Cleave, Improved Sunder, Combat Reflexes, Improved Critical (great cleaver)
Environment: Any chaotic evil plane Any chaotic evil plane
Organization: Solitary, Solitary with 1d4 chaotic versions of the hell hound Solitary, Solitary with 1d4 chaotic versions of the hell hound, Vile Hunt (2-10)
Challenge Rating: 9 12
Treasure: Standard, two Mwk Large Great Cleavers Standard, two Mwk Large Great Cleavers
Alignment: Always Chaotic Evil Always Chaotic Evil
Advancement: 10-18 HD (Large), 19-27 HD (Huge) 13-24 HD (Large), 25-36 HD (Huge)
Level Adjustment:


You step through the door and without warning you are under attack, a giant goat skull headed demon leaping at you, wielding swords far too large for it with the ease one might hold daggers! Dodge you fool, DODGE!

The capra demon is a terrifying creature known for its overwhelming strength and its giant slabs of steel it calls swords. However unlike most demons, simply the random bubblings of the abyss, the origin of the capra demon is a bit of a mystery. Some have speculated that they are the avatars of a nature deity who became corrupted and fell into the abyss, her spawn possessing an unusual talent for dealing with various beasts and creatures of nature. Others claim they are the eldritch spawn of a very inhuman oberyth known as the Goat of 1000 Young, or some other being. Whatever the case, these fierce foes stand almost as mockeries to the peaceful animal creatures of the Beastlands and similar upper planes. Likewise, they are most commonly found in "natural" settings, if hopeless twisted and evil forms of nature.

Capra demons appear as giant humanoids standing 9 ft tall, with gray, brown, or black skin and a goat skull for a head. Their breathing is harsh and hollow, and they often move slow and plodding, only to suddenly speed up and leap at one's opponents. They carry trademark twin great cleavers which they let drag behind them as they walk, resulting in strange trails where the capra demon has been.

The capra demon comes in two forms. The capra demon is often found in molten hellscapes within the abyss, while their lesser forms cannot stand the heat and retreat to the cooler forests and jungles. The lesser is also more likely to form bonds with animals, largely due to the less hostile (comparatively) environment. Both are dangerous though.

The capra demon often befriends fiendish versions of animals, protecting it like some kind of ranger or druid. When their territory is invaded they rush to attack with no mercy, employing their fiendish animal friends to flank and tear the intruder to pieces. Capra demons speak abyssal, sylvan, and (disturbingly enough) druidic, but rarely choose to do anything more than roar.

Combat[edit]

The capra demon is rarely alone, and enjoys ganging up on hapless foes with an army of minions. They often break down the defenses of their opponents by crushing through their shield or rendering them prone, while the others attack their downed foe in an endless stream of attacks of opportunity. They are usually found with a abyssal breed of the normally lawful hell hound, and it is believed they have been purposefully bred this way by the capra demons themselves.

Extraordinary Health (Ex): The capra demon always receives maximum hp per HD.

Great Impact (Ex): The blows of the capra demon are intense. As a free action once per round, the capra demon can make one of its attacks a great impact attack. If a creature is hit with the capra demon's attack they must make a Fortitude save (DC 24 for lesser, DC 26 for normal) or fall prone. On a successful save they merely lose their shield bonus to AC. If they do not have a shield bonus to AC, they are instead knocked off balance for and take a -2 penalty on attacks and AC for 1 round. The saving throw is Strength based.

Immunities (Ex): The capra demon is immune to disease. The normal (but not the lesser) capra demon is also immune to fire.

Lava Step (Ex): The capra demon may run over lava as if it were a solid surface. The lesser capra demon lacks this ability.

Leap Attack (Ex): As a full-attack action the capra demon can make a Jump check, and move up to as many feet as the check result (round up to the nearest 5 ft increment). It makes a charge attack at the end of this jump, and deals double damage on a successful hit, as well as a free great impact attempt. It does not need a running start, though it may only make long jumps with this ability. The damage is simply doubled, including bonus damage. Double the damage after critical hits or other abilities have been used. It still takes a -2 penalty to AC for charging.

Oversized Grip (Ex): The capra demon may use two-handed weapons sized for it as one-handed weapons.

Sweeping Attack (Ex): As a full attack action the capra demon may make a sweeping attack, dealing its weapon damage (including Strength and other bonuses) in a 15 ft cone, DC 24 (lesser) or DC 26 (normal) Reflex save negates. It may make this attack a great impact if it wishes.

Wild Empathy (Ex): The capra demon has wild empathy of a druid of its level.

Skills: The capra demon has a +8 bonus on Handle Animal checks when dealing with a fiendish version of the animal, and they may use Handle Animal on even intelligent magical beasts at a -4 penalty.



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Eiji-kun's Homebrew (5342 Articles)
Eiji-kunv
AlignmentAlways Chaotic Evil +
AuthorEiji-kun +
Challenge Rating9 + and 12 +
EnvironmentAny chaotic evil plane +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeLarge +
SubtypeChaotic +, Evil + and Extraplanar +
TitleCapra Demon +
TypeOutsider +