Cap-bee-ara


Homebrew and House Rules


Cap-bee-ara
Small Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +3
Speed: 60 ft. (12 squares), Swim 10 ft.
Armor Class: 16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +4/+1
Attack: Nip +5 melee (1d4+1 plus A World of Pain)
Full Attack: Nip +5 melee (1d4+1 plus A World of Pain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sea of Tranquility, A World of Pain
Special Qualities: Darkvision 60 ft., Hold Breath, Scent
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 12, Dex 16, Con 15, Int 2, Wis 14, Cha 14
Skills: Hide +9 (+13 in water), Listen +4, Spot +4, Swim +10
Feats: Dodge, Mobility
Environment: Warm Forest, Plains or Marsh
Organization: Solitary, Pair, Clan (10-100)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 5-6 HD (Small), 7-12 HD (Medium)
Level Adjustment: ---

Cap-bee-aras resemble black and gold striped Capybaras with bee eyes and cute, little, fluffy deely-bobber antennaes. They live in extended families, and generally maintain peace and tranquility in their territories. They are effectively a scourge for those who reign by violence. And occasionally even others (because sometimes you need a little violence).

Sea of Tranquility (Su): A Cap-bee-ara radiates calm in a radius of 60 feet. Any creature making an attack other than a Cap-bee-ara that wishes to cause harm to another while in this radius must make a DC 14 Willpower Save (Save DC is Cha based). If it fails, it cannot use spells, attacks or abilities that cause damage or inflict conditions. This lasts until it leaves the area of effect, or the target itself is attacked.

A World of Pain (Su): Targets bitten by a Cap-bee-ara suffer wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks if they fail a DC 14 Willpower Save (Save DC is Cha based). This lasts for 1 Minute, while the Cap-bee-ara escapes.

Hold Breath (Ex): A Cap-bee-ara can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Hivemind (Ex): All Cap-bee-aras within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Cap-bee-ara in a group is considered flanked unless all of them are.

Skills: A Cap-bee-ara has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A Cap-bee-ara gains a +4 racial bonus on Hide checks when in the water. Further, a Cap-bee-ara can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Combat: Cap-bee-aras aren't fools. they know better than to attack anyone who is affected by their aura. But anyone who resists it, and attempts to harm them enters A World of Pain.

Cap-bee-ara
"Heads up Harlan, there are some rodents of an unusual size incoming."

Harbingers of Peace and Quiet

"They're very bee-like for rodents."

"Those are the Cap-bee-aras!"

"GAH!"

"Sorry, I forget how scary and sudden I can be. Names Tim. What are you doing out this far?"

"We're looking for Sodoff Village."

But Do NOT Anger Them

"We have a situation we need to discuss."

"Yer bein' chased by the cult arent'cha?"

"Does everyone know the existence of this thing?"

"And yet no one has any details..."

"Oh we got details. We're all former members."


with an Int 2 they qualify as animals and are considered mindless/non-intelligent creatures.

Dark Archive

Azothath wrote:
with an Int 2 they qualify as animals and are considered mindless/non-intelligent creatures.

2 int isnt mindless, a "-" score is mindless

2 int is common animal intelligence (most reptiles are 1 int, most mammals 2 int)

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Cap-bee-ara All Messageboards

Want to post a reply? Sign in.