The * Frilond * Campaign
Capricorn

The prolific Roger Moore, longtime editor of Dragon Magazine, made many great contributions to the D&D game, including plenty of nasty new monsters. Moore was also an infrequent writer for White Dwarf magazine, though many of his pieces there are not very well known now. The capricorn appeared in White Dwarf 22 (Dec/Jan 1980/1981) as part of the article “Fiend Factory: The Heavy Brigade,” detailing high level monsters.

This large, majestic creature has the head, torso, and forelegs of a great, white-furred goat; the rear half of its body ends in a blue-green fish tail.

Capricorn CR 13

A capricorn

Capricorn illustration copyright © 1980 Alan Hunter. Used without permission.

Usually NG Large outsider (native, water)

Init +6; Senses darkvision 60 ft.; Listen +21, Spot +21

Languages telepathy 120 ft

AC 18, touch 11, flat-footed 16
(-1 size, +2 Dex, +7 natural)

hp 119 (14 HD); DR 10/magic

SR 24

Fort +13, Ref +13, Will +13

Spd swim 80 ft. (16 squares)

Melee 2 hooves +19 (1d4+6) and gore +17 (2d6+3)

Space 10 ft.; Reach 5 ft.

Base Atk +14; Grp +20

Atk Options Combat Expertise; magic strike

Spell-Like Abilities (CL 14th) At will—clairaudience/clairvoyance, detect good/evil, detect magic, invisibility, locate object, true strike

Abilities Str 23, Dex 15, Con 19, Int 18, Wis 18, Cha 21

Feats Combat Casting, Combat Expertise, Improved Initiative, Lightning Reflexes, Multiattack

Skills Concentration +21 (+25 casting defensively), Diplomacy +24, Knowledge (any three) +21, Hide +15, Listen +21, Search +21, Sense Motive +21, Spot +21, Survival +21, Swim +23 (+31 perform some special action or avoid a hazard)

Advancement 15–28 HD (Large)

Magic Strike (Ex) A capricorn’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Telepathy (Su) A capricorn can communicate telepathically with any other creature within 120 ft that has a language.

Skills A capricorn 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.

Capricorns are aquatic outsiders of a very rare and powerful sort.

Strategy and Tactics

Capricorns will either attack with their front hooves or with their horns, but will not be able to use both at the same time in one melee round. Their use of invisibility makes them exceptionally dangerous to their enemies, and gives them access to many places in the seas that other beings cannot go.

Capricorn Lore

Characters with ranks in Knowledge (nature) can learn more about capricorns. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DCResult
23 This creature is a capricorn, an aquatic outsider native to the Material Plane.
28 Capricorns are lore-masters of the sea, and will share this knowledge for a price.
33 A capricorn is resistant to spells and non-magical weapons.

Sample Encounters

Capricorns are never encountered outside aquatic environments.

Solitary (EL 13): A single capricorn investigates a recent shipwreck.

Group (EL 15-16): A group of two to three capricorns are in pursuit of a sahuagin raiding party.

Ecology

Capricorns communicate via telepathy; oddly enough, these beautiful creatures cannot speak or make any sort of vocal noise.

Environment: Capricorns can be found in any aquatic environment.

Typical Physical Characteristics: Capricorns are large, usually 10 feet long, and have the head, torso and forelegs of a great, white-furred goat; the rear half of their body is a blue-green fish tail. The horns of a capricorn are 3 feet long and project backwards from the head in a straight line, but may be brought forward as deadly weapons in combat when the creature dips its head and lunges at an enemy.

Society

Capricorns are usually quite friendly, however, and act as the lore-masters of the deep seas. Tritons, sea elves, and mermen consult them on various matters, and player characters may find them to be quite knowledgeable about undersea ruins, wrecks, and possible treasure hoards and monsters—for a price.

These creatures are generally unwilling to serve as mounts for anyone, unless it is on a temporary basis for a powerful good person who needs help right away.

Capricorns hate all evil and will attack evil creatures without warning or provocation. They particularly hate the sahuagin and have fought them for thousands of years. Persons who aid capricorns in a fight against sahuagin, or who attack sahuagin themselves and make it known to a capricorn, may win a friendship with these beings, though neutral characters will not be as highly regarded as good ones.

Typical Treasure

Capricorns have standard treasure for their Challenge Rating, about 13,000 gp.

Psionic Capricorns

For DMs using psionics, a psionic version of the capricorn is presented below. Only the portions of the monster entry that are specifically changed by the addition of psionics rules have been listed. All other elements remain the same.

Usually NG Large outsider (native, psionic, water)

Feats Combat Manifestation, Combat Expertise, Improved Initiative, Lightning Reflexes, Multiattack

A psionic capricorn does not possess spell-like abilities of the standard capricorn. Instead, it has psi-like abilities.

Psi-Like Abilities (Manifester Level 14th) At will—clairvoyant sense, cloud mind (DC 17), detect psionics, object reading, precognition, sensitivity to psychic impressions. The save DCs are Charisma-based.