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This twisted amalgamation of human and goat is covered in matted fur, its teeth sharp and eyes eerily blank.

Capramace CR 7

XP 3,200
N Large aberration
Init +1; Senses darkvision 60 ft.; Perception +10


AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 85 (9d8+45)
Fort +9, Ref +6, Will +8


Speed 50 ft.
Melee bite +13 (2d6+8 plus disease), 2 hooves +8 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks disease, rage call


Str 26, Dex 13, Con 18, Int 1, Wis 14, Cha 5
Base Atk +6; CMB +15 (+17 bull rush); CMD 26 (28 vs. bull rush)
Feats Great Fortitude, Improved Bull Rush, Lightning Reflexes, Power Attack, Toughness
Skills Climb +15, Perception +10


Disease (Su)

Waste Trembles: Bite—injury; save Fort DC 18; onset 1d3 days; frequency 1/day; effect 1d3 Str and 1d3 Dex damage, target must succeed at a second Fortitude save or 1 point of each type of ability damage is drain instead; cure 2 consecutive saves—the secondary save to keep damage from becoming drain does not count toward this requirement. The save DC is Constitution-based.

Rage Call (Su)

Once per day as a standard action, a capramace can open its mouth and emit a horrible, ear-piercing 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 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 instinctively react by sprinting to the capramace in need, continuing to move as fast as possible to the capramace as long as it maintains its rage call. A capramace moving toward the source of a rage call is treated as though it possesses the Run feat. Any capramace that comes within 60 feet of another capramace's rage call goes wild with fear and anger, attacking the nearest noncapramace creature in sight for as long as the rage call lasts.

Sound-mitigating effects such as silence 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 call of another capramace. The save DC is Constitution-based.