Kapi
Medium Humanoid (simian), chaotic good (CR 1/2)Armor Class 14
Hit Points 13 (3d8)
Speed 30 ft., climb 30 ft.
14 (+2)
18 (+4)
10 (+0)
11 (+0)
13 (+1)
9 (-1)
Skills acrobatics 6, stealth 6
Senses darkvision 60 ft., passive Perception 11
Languages Common, Simian
Challenge Rating 1/2
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. Hit: 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.
sizeMedium
typeHumanoid
group
alignmentchaotic good
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr0.5
reactions
legendary_desc
legendary_actions
special_abilitiesname: Nimble Feet,desc: The kapi can take the Disengage action as a bonus action on each of its turns.,name: Prehensile Tail,desc: 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).
spell_list
page_no234
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
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Creature Codex, page no. 234