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Kapi

Size
Medium
Type
Humanoid
Challenge Rating
1/2
Source
Creature Codex
Alignment
Chaotic-Good
Armor Class
14
Speeds
30, climb 30
Walking Speed
30
Climbing Speed
30
Strength Score
14
Dexterity Score
18
Constitution Score
10
Intelligence Score
11
Wisdom Score
13
Charisma Score
9
Skill Proficiencies
Acrobatics, Stealth
Vision
Darkvision (60ft)
Languages Ref
Common, Simian
Hit Points
13
Languages
Aethyrian Common

Medium humanoid (simian), chaotic good


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)
CHA
9 (−1)

Skills Acrobatics +6, Stealth +6

Senses darkvision 60 ft., passive Perception 11

Languages Common, Simian

Challenge 1/2 (100 XP)

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. 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.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.