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
STR
14
+2
DEX
18
+4
CON
10
+0
INT
11
+0
WIS
13
+1
CHA
9
−1

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.

Other data

description