Capramace

This twisted amalgamation of human and goat sports a backward-facing torso, four stubby hooves, and an empty-eyed expression on its coppery-red face.
 

Capramace (CR 7)

Large Aberration
Alignment: Neutral
Initiative: +1
Senses: Darkvision 60 feet; Perception +10
  Speed: 50 feet
Space: 10 feet
 

Defense

Armor Class: 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)
Hit Points: 76 (9d8+45)
Saving Throws: Fort +9, Ref +6, Will +8
 

Offense

Melee: bite +12 (1d8+7 plus disease), 2 hooves +7 (1d6+3)
Reach: 5 feet
  Special Attacks: disease, rage call
 

Statistics

StrDexConIntWisCha
24 (+7) 13 (+1) 18 (+4) 1 (-5) 14 (+2) 5 (-3)
Base Attack Bonus: +6
CMB +14 (+16 Bull Rush)
CMD 25 (27 vs. Bull Rush)
  Feats: Great Fortitude, Powerful Maneuvers, Lightning Reflexes, Toughness
  Skills: Climb +14, Perception +10
  Languages:
 

Special Abilities

Disease (Su)

Waste Trembles: Bite-injury; save Fort DC 19; onset 1d3 days; frequency 1 day; effect 1d3 Str and 1d3 Dex damage, target must succeed at a second Fort save or be drained of 1 point of each type of ability damage instead; cure 2 consecutive saves.

Rage Call (Su)

Once per day as a standard action, a capramace can open its mouth and emit a horrible, earpiercing scream to call for its herd. Maintaining a rage call on any round after the first round is a free action and there is no limit to the duration of a sustained rage call. Non-capramaces within 120 feet that fail a DC 18 Fortitude saving throw are deafened for as long as the capramace maintains its call and for 1d4 minutes afterward. Any other capramaces within 1 mile can hear this high-pitched cry regardless of external noise conditions, and they instinctively react by sprinting to the capramace in need, moving as fast as possible toward the capramace for as long as it maintains its rage call. A capramace moving toward the source of a rage call is treated as though it possessed the Run feat. Any capramace that comes within 60 feet of another capramace's rage call goes wild with fear and anger, stomping about and attacking the nearest creature in sight for as long as the rage call lasts. Sound-mitigating effects such as silence or a muzzle of suppression (see page 26) can prevent a capramace from performing its rage call, as can effects that suffocate a capramace. Similarly, a capramace with the deafened condition cannot be affected by the rage cry of another capramace. The save DC is Constitution-based.
 

Ecology

Environment: Temperate Plains
Organization: solitary, pack (2-11), or herd (12-25)
Treasure: none

  Capramaces are wild, monstrous beasts native to the Mana Wastes. While their exact origins are unknown, scholars speculate that they are an unholy abomination resulting from some combination of goat, human, and the Mana Wastes' mutative energies.
  Farmers must be careful when removing them from farmlands for fear of startling them and awakening their terrible, deafening screams. Brave inhabitants of remote Mana Wastes settlements sometimes use capramaces as work animals, but most regard this a foolish endeavor at best.

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