Kapi

Medium Humanoid (simian), chaotic good (CR 1/2)

Armor Class 14

Hit Points 13 (3d8)🎲

Speed 30 ft., climb 30 ft.


STR

14 (+2)

DEX

18 (+4)

CON

10 (+0)

INT

11 (+0)

WIS

13 (+1)

CHR

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
Other formats: JSON

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