Kapi
Creature Codex (3pp) p. 336
- Size
- Medium
- Type
- humanoid (simian)
- Alignment
- Good Chaotic
- AC
- 14
- Hit Points
- 13 (3d8)
- Speed
- walk 30 ft., climb 30 ft.
- Skills
- Acrobatics +6, Sleight of hand +6, Stealth +6
- Senses
- darkvision 60 ft.
- Passive Perception
- 11
- Languages
- Common
- Challenge
- 1/2
- Environment
- forest
Traits
Nimble Feet
The kapi can take the Disengage action as a bonus action on each of its turns.
Prehensile Tail
The kapi can use its tail to pick up or hold a small object that isn't being worn or carried. It can use its tail to interact with objects, leaving its hands free to wield weapons or carry heavier objects. The kapi can't use its tail to wield a weapon but can use it to trip an opponent (see below).
Actions
Multiattack
The kapi makes two attacks. one with its quarterstaff and one with its tail trip.
Quarterstaff
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands.
Tail Trip
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.
Sling
Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.