Kapoacinth Kapoacinth
CR 4
HP 37, hd4d8+19
AC 16 (+2 Dex, +4 natural), touch 12, flat-fooded 14
Fort +5, Ref +6, Will +4
Speed 40 ft. (8 squares), Swim 60 ft.
Initiative +2
Spot , Listen
Standard attacks
BAB +4, Grapple +6
Full attack: 2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and gore +4 melee (1d6+1)
Special Attacks/Qualities
Damage reduction 10/magic, darkvision 60 ft., freeze
Skills Hide +7*, Listen +4, Spot +4
Feats Multiattack, Toughness
Str 15
Con 18
Dex 14
Int 6
Wis 11
Cha 7
Alignment Usually chaotic evil,
Environment Any,
Organisation Solitary, pair, or wing (5?16)

Kapoacinth often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain.
Kapoacinth speak Common and Terran.


Kapoacinth either remain still, then suddenly attack, or dive onto their prey.
A kapoacinth?s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Freeze (Ex): A kapoacinth can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the kapoacinth is really alive.
Skills: Kapoacinth have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a kapoacinth is concealed against a background of stone.

System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

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