Capricorn

Read-only review

Capricorn

Capricorn

Medium celestial, lawful neutral

Armor Class 15 (Unarmored Defense)
Hit Points 78 (12d8 + 24)
Speed 40 ft.
STR
14
(+2)
DEX
14
(+2)
CON
12
(+1)
INT
15
(+2)
WIS
8
(-1)
CHA
10
(+0)
Saving Throws Int +5, Dex +5
Skills Arcana +8, History +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Passive Perception 12
Languages Common, Celestial
Challenge 6 (2,300 XP)

Unarmored Defense. While Capricorn is wearing no armor and wielding no shield, his Armor Class includes his Intelligence modifier.

Regal Scholar. As a bonus action, Capricorn can offer quick tactical council to a friendly creature within 30 feet that can hear him. The target gains advantage on its next Intelligence checks or next weapon attack roll made before the start of Capricorn's next turn.

Actions

Multiattack. Capricorn makes three Unarmed Strike attacks, or uses Flurry of Blows if available.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 3 (1d6) radiant damage.

Flurry of Blows (Recharge 5–6). Capricorn executes a rapid series of magical hand-to-hand strikes. He makes four Unarmed Strike attacks against one or more targets within range. If at least two attacks hit the same target, that creature must succeed on a DC 13 Strength saving throw or be knocked prone.